View Full Version : Quadruped rigging problems...
02-19-2006, 08:44 PM
Hello, I posted this a while ago in the 3dsmax specific forum and didn't get many responses so I decided to try again here...
I've got a model all ready for rigging and animation:
Here's what I've got so far in max7:
And with that I'm stumped. I've found endless tutorials for character studio, and even for setting up biped rigs from custom skeletons, but very few tutorials out there for rigging quadrupeds and none for rigging rodents.
Any advice on IK setup in max would be greatly appreciated, everything I've tried thus far simply doesn't look natural at all. I'm a complete noob to IK so please keep it simple. >.< Links to tutorials would also be appreciated. I've scoured the net but I'm sure I missed some somewhere...
Also, does anyone think this kind of rigging might be easier in Maya? I'm willing to give PLE a try since it exports to Unreal Tournament 2004, which is where this model is heading.
Thanks in advance for any advice!
02-22-2006, 11:33 AM
have a look at how i did my cat rig for my short film
I based most of my set up on Pen DVD's http://paulneale.com/
and had a look on his website, but since they don't cover 4 leg characters I ended up researching cat's skeletons and adjusting the rig by simplifying them to my needs. since I knew i was the only one going to use the rig i set it up to what i needed so it the rig is really 2 front legs and 2 back legs with reverse foot controls.
the Spine is IK spine since I think that was better for a cat and probably better for 4 legs characters. the tail is FK since it don't do much.
Like you i had problem finding tutorials for this thing so i don't know if what i did is good for everyone but it worked for me:)
As for moving to Maya - i don't think you will solve your problem since you will have more or less the some issues with the rig, I suggest is to stick with what you know, make it work, you will learn more about the logic of rigging then the tool you are using.
hope this helps,
With out a Max Maya war starting, I use both and in both you are going to have the same issues. Rigging from one package to the other really isn't that different when you know what goes on under the hood. Hey, the same guy wrote both the Max and Maya IK solvers so it can't be all that different.
Any way what Asa has said about a spline IK spine is really best for characters that have all fours on the ground. There are other ways but I find this the best, going out to the game engine you just might have to be careful of a few things and do lots of testing on the export of the rig along the way.
I don't cover quadrapeds on my DVD's but I do cover alot that will be of help like a better way to set up spline IK and other tid bits that could be used. All in all I teach a process that could be used for anything.
02-24-2006, 02:48 PM
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