by Didik Wijaya
This tutorial needs you to understand basic use of 3dsmax.
After you model and texture Po, character from Kung Fu Panda The Movie. Now, you can rig that panda model. Rigging is the process of placing skeleton system inside a mesh. There are 2 types of "skeleton" you can use in 3dsmax: Bones and Biped. Bones is usually used if you want to create bones manually. Otherwise, Biped is like a pre-built skeleton system. It's quick and fast to use. This tutorial will show you how to apply Biped to our Kung Fu Panda Model!
1. First, open textured kung fu panda model you created earlier. Or you can download required 3D model here. Select model, go to Display tab and Freeze this model. You need to freeze this model, so you can't accidentally select this model.
2. Next step is creating Biped. Go to Create>Systems. Click Biped button. Then, click and drag in Front viewport to create Biped. Biped systems consist of several linked "bones". Each "bones" is called "biped". After you created Biped, in Structure rollout, modify Biped structure to fit model requirement. Look at image below for reference.
3. Next, you need to position Biped inside the model. Make sure Bip01 in Biped is selected and go to Motion tab. Then in Biped rollout, click Figure mode. This mode allows you to modify Biped structure and shape. Position Bip01 in the middle of model (look at image below for reference). Because Bip01 is the parent of all biped, all other biped are also moved.
4. Next, you need to modify each biped shape and position. Using Select and Non Uniform Tool strecth biped shape to fit the model. Also you need to rotate several biped arm.
5. Modify each biped shape. It's so simple, just use Select and Non-Uniform Scale in Front and Left viewport. You don't need to modify all biped. Just modify one side of model (left or right side).
6. Special note: When you modify biped for fingers, extend biped farther than finger mesh. This is the trick so that you don't need tweaking in skinning process later.
7. Next, we are going to copy-paste biped shape position to other side. Double click one of shoulder biped. The rest of arm and finger biped will be selected. Open Copy/Paste rollout. Click New Collection button to name the selection, then click Copy Posture button. Finally, click Paste Posture Opposite to paste to the other side.
8. Using the same process like above, copy-paste leg posture. When finished, de-activate Figure mode and unfreeze the model..
Download 3dsmax lesson file up to this point
After we add Biped to model in Part 1 tutorial, next we are going to go into skinning process. Skinning is required to make skeleton system works by deforming the mesh. In 3dsmax, you can use Skin or Physique modifier to skin a model. In this tutorial, you will use Physique modifier to skin Kung Fu Panda Model. Physique is faster to use, if you use Biped for skeleton system.
1. This process is not necessary, but can help you to see biped inside model in Perspective viewport (Smooth and Highlight display). Select model, right click and choose Properties. Activate See-Through and click OK.
2. While model is still selected, apply Physique modifier to object. In Modifier Stack, position Physique modifier below Turbosmooth modifier. In Physique rollout, click Attach to Node button. Then click Bip01 in viewport. If you have difficulties in selecting Bip01. You can press H in keyboard. Highlight Bip01, and click Pick button. A new window will open. Click Initialize button. Now, your model is skinned.
3. Try to select one of biped. Rotate, watch the mesh also deformed. Click Undo (Ctrl+Z) to reset biped position.
Download 3dsmax lesson file up to this point
Skinning process is not finished yet. We need to check whether model is deformed in the way we want. If not, we need to modify several Physique attributes. Most of the time, this adjusting process is quite complicated. This tutorial will show you only the basic. But, I believe it's quite enough to create nice animation.
1. First, try to select one of upper arm biped. Rotate. Notice that some part of arm is not deformed along arm movement. Click Undo (Ctrl+Z) to reset biped position..
2. Before you begin adjusting, you may want to hide biped in viewport. Sometimes it's hard to see clearly in viewport when biped is visible. Go to Modify tab. Highlight Physique modifier in Modifier Stack. In Physique Level of Detail rollout, check Hide Attached Nodes. Biped will be invisible. If you want to display Biped again, just uncheck this option. Whithout Biped visible in the screen, you can see only biped links (orange lines)
3.In Modifier Stack, click plus (+) sign at left of Physique modifier. Then, select Envelope. Biped link will turn yellow. Select biped link at the upper arm. You will see red and grey circle. Those circles are called Envelope, which define area influenced by certain biped. Envelope has 2 areas, inner and outer. Biped influence in inner area is higher than outer area. Notice that, enveloped in upper arm is not covering all desired area. You can fix this by enlarging envelope. In Blending Envelopes rollout, focus on Envelope Parameters. Make sure Both is selected. Increase Radial Scale to 2.23. Both inner and outer envelope will be enlarged. After that, in Edit Commands click Copy button
4. You need to apply Envelope changes to the other side of arm. You can modify it manually. But, remember that you clicked Copy button before. Now, select other upper arm link and click Paste button. Both arm is now fix. You can de-activate Envvelope selection. Un-hide Attached Nodes to display all biped objects. Ttry to rotate upper arm biped to check.
5. Now try to rotate upper leg biped. Notice that, mesh in other legs is also deform. To fix this, just go to Envelope selection again
6. Select biped link in lower leg. First, make sure Both option is active. Decrease Radial Scale to 0.68. And then activate Outer option, then decrease Radial Scale to 1. Copy-paste envelope to the other side of lower leg
7. If you rotate upper leg biped, you will notice that belt area is also deform. To fix this, go to Envelope selection.
8. Select biped link in pelvis area. With Both option active, decrease Radial Scale to 0.5. Copy-paste to the other side of pelvis.
9. The last one. Select biped link in head. In Active Blending, uncheck Deformable and check Rigid. Head should not deformed a lot in animation. When finished, de-activate Envelope selection. Skinning process is done. Actually we need more adjustment in skinning process, but that should be enough for now. I will try to write more tutorial about this subject in the future.
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