3d architectural visualization Animation with 3ds Max Heat Map solvers

To finish our chapter on modeling and animation, let’s look at a rigging tool built in to the skin modifier. We have the ability now to weight the skin using voxel and heat map solvers. And this will bypass the ordinary skin envelopes completely. And it could accelerate your workflow because it allows you to quickly and easily establish new initial vertex weights on the skin character. We’ll go ahead and add a skin modifier to our character. Select the body mesh, go to the Modify panel, and from the modifier list, choose Skin. We need to add the bones. here we go in this Parameters rollout. You’ll see Bones + Add. Click on that Add button. In the dialogue that comes up, we want to select the hips and all of its children. We can click on the arrow to expand a little bit of the hierarchy here.

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