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Mastering
3D Studio MAX R3 |
Using the IK Toggle Switch
| The most straightforward way
of using IK on an hierarchy is to turn on the IK toggle switch and animate.
If you try this on the model you just created, you will probably get
some wild results, because we have not yet set any terminators or IK
limits. Undo whatever changes you made, and lets go fix those
settings.
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Setting a Terminator
To prevent the child from affecting the entire hierarchy, you need to
set a terminator. A terminator is the lowest object in the hierarchy
unaffected by movements of the end effector.
- 1. Select the torso.
- 2. Under the Hierarchy tab, select the IK button.
- 3. Under the Object Parameters section, check Terminator.
- 4. Now try moving the hand. This time, you can move
the hand and the arm with it, without the whole body going all over
the place.
Setting IK Limits
Setting IK limits can be laborious. In our example, if we wanted to use
IK, we should have set the IK limits of the left arm before mirroring
it, because the Mirror tool has an option of mirroring the IK limits.
Lets not worry about that, and just set some limits for the left
arm.
- 1. Select arm upper L.
- 2. In the IK part of the Hierarchy tab, open up
the Rotation Joints rollout.
- 3. Check Active and Limited for all the axes.
- 4. Drag the From and To spinners for the X axis
up and down and watch the display in the viewport. Use these spinners
to set the range of motion you want for this joint around this axis.
- 5. Drag the From and To spinners for the Y axis
to set the range of motion you want around the Y axis.
- 6. Drag the From and To spinners for the Z axis
to set the range of motion you want around the Z axis.
- 7. Select arm lower L and use the From
and To spinners to set limits for the rotations around X and Y. Uncheck
Active for the Z axis, since the arm cant rotate in that direction
at that joint.
- 8. Select hand L and use the From and
To spinners to set limits for the rotations around X and Y. Uncheck
Active for the Z axis.
| 9. Click the IK Toggle
button.
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- 10. In case you want to do this over, save the file
as hierarchy_IKlimits.max. You can also view this file
on the CD.
- 11. Go to frame 100 and turn on the Animate button.
- 12. Move the hand to a position in front of the
torso.
- 13. Turn off the Animate button and play the animation.
- 14. Save As hierarchy_ik1.max.
Using Follow Objects
Another type of IK in MAX involves using a follow object, often
a dummy object, to calculate IK for a certain range of frames. In our
example, instead of animating the hand, you would animate a dummy moving
from one hand position to another. You would then go to the IK part of
the Hierarchy tab and bind the hand to the dummy follow object by clicking
Bind and dragging from the hand to the dummy. Then you would click the
Applied IK button for the range of the animation. The resulting calculation
of the IK is different from using the toggle switch.
You can check out the difference between equivalent IK animations in
files hierarchy_ik1.max (the same one you created in the
above exercise, with the IK toggle switch) and hierarchy_ik2.max
(created with applied IK), both of which are included in the CD for this
book.
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| TIP To get the
IK results you want more precisely, adjust the thresholds under Customize
Ø Preferences Ø
Inverse Kinematics.
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Animating with Bones
MAX Bones is a hierarchical system of non-renderable objects with a special
IK controller assigned. In this case, the IK Toggle switch and follow
objects are unnecessary, because the IK solution is automatically calculated.
Bones can be used to deform either a segmented hierarchy or a single mesh.
They can also be added to a Character Studio biped when needed. Bones
are created from the Systems section of the Create tab. Lets look
at an example, applying Bones to our hierarchical model.
- 1. If you used the Hold command earlier, when we
built the body hierarchy, use Edit Ø
Fetch to bring back the model unanimated. Or, open the file hierarchy_unanimated.max
from the CD.
- 2. Go to Create Ø
Systems Ø Bones.
- 3. Under the Auto Boning section, make sure Auto
Link is checked and click the Pick Root button.
- 4. Click the torso. Voila! A whole IK skeleton is
created.
- 5. Click the Move tool to get out of creating Bones.
- 6. To animate, you need to make sure you select
a Bone rather than the model. The best way is to use the Select by Name
dialog box to select the Bone you want. Select Bone07, which is above
the hand in the hierarchy.
- 7. Lock your selection.
- 8. Go to frame 100 and turn on the Animate button.
- 9. Move the hand Bone to where you want it.
- 10. Turn off the Animate button and play the animation.
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| NOTE You can
see an example of this exercise in the hierarchy_bones.max
file that comes with the CD.
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Using Bones to Deform a Single Mesh Until MAX R3, Linked XForm
was the only way to use MAX Bones to deform a single mesh. For deformation
with envelope control, you had to use a third-party plug-in like Bones
Pro or Character Studios Physique. In MAX R3, we now have the Skin
modifier. Often described as a light version of Physique,
Skin allows you to deform a single mesh skin according to envelopes assigned
to bones, whether MAX Bones or other objects used as bones.
To deform a single mesh, you would make your skeleton and apply the Skin
modifier to the mesh. In the Modify tab of Skin, you would add the bones:
a hierarchy of MAX Bones or of ordinary boxes. You would then go to the
Envelope sub-object level of each bone and adjust it to affect the area
of the mesh you want it to deform.
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| NOTE In addition
to the Skin modifier, Bones can be used with Digimations Bones
Pro and Character Studios Physique modifier.
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Working in Character Studio
Up until now, we have not dwelt on any of the many powerful plug-ins
available for MAX. Of these, the most essential for character animation
is Character Studio. Character Studio 2.2 ships with MAX R3; you will
receive an authorization code for it when you purchase the program. Character
Studio is the most common way of animating hierarchical characters in
MAX. It is a challenge to master: we will discuss the basic elements of
the Character Studio program to get you started.
Character Studio consists of two plug-ins: the Biped system, available
under Systems in the Create tab; and the Physique modifier. Lets
get an overview of each of these plug-ins.
© 2000, Frol (selection,
edition, publication)
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