Friday, 18 March 2011

Post 10 - 3ds Max: Alternative Spine

In order to broaden my knowledge of the possibilities of bones in 3ds Max, the training / reference DVDs provide a different way to create the spine. The basic premise is the same for the original spline, but the first spine was unable to stretch and could only create curves using the spline controls.


This spine has been created by making a spline line. A series of spine bone were then created. point helpers were constrained to the spline line at even points. The bones were then position constrained to the helpers and a look at constrain was applied to each bone. The bones were then orientation constrained to both a spline controller, and another helper (small green cross). The linking was shared between these two (same as the first spine) so that it was a smooth transition of poses. This method allows for more control over the spine as it allows for the same poses by rotating the controls; but allows allows for the spine to be stretched and repositioned. This is great, but the only downside is that there is a lot going on in the scene and so many of the helpers need to be hidden (such as the helpers connected to the spline line).


As seen in the image, primary work has also been done to create an arm.


IK Spline spine clip - LINK

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