The following tutorials introduce you to the fundamentals of character animation using 3ds Max 's biped system.
You will learn how to create and control a virtual skeleton, which will drive the motion of your character.
Features Covered in This Section
■ Adjusting your biped with Figure Mode.
■ Applying Physique.
■ Creating a walk cycle using Footsteps.
■ Creating and editing a generated walk cycle using Footsteps.
■ Setting keys in freeform mode.
■ Combining animation clips to create an animated sequence.
■ IK linking different biped limbs to objects.
■ Animating multi-legged creatures.
Biped QuickStart This tutorial introduces you to the elements of the built-in character animation features in 3ds Max and the workflow for some of its most important features.
In this tutorial, you will learn how to:
■ Create and pose a biped.
■ Associate the biped with a mesh using the Physique modifier.
■ Animate the biped using two different methods, freeform and footstep animation.
■ Combine motions in the Motion Mixer.
In this lesson, you'll create a default biped: a simple skeleton consisting of bones connected in a hierarchy.
A default biped is different from 3ds Max Bone system objects because the biped structure automatically has built-in joints like a human being.
You can bend your knee so your foot touches the back of your thigh, but you can’t bend it forward so that your toe touches the front of your thigh. Biped creates skeletons in the same fashion.
They are
ready to animate and work accurately without additional setup.