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Character Rigging in 3ds max: Animate in IK

Switch between IK and forward kinematics By George Maestri

Character Rigging in Discreet 3ds max 6 with George Maestri is a movie-based tutorial designed to help new and existing 3ds max users understand 3ds max's character rigging and skin deformation tools. The training takes the user through building skeletons, setting up Inverse Kinematics (IK), facial animation, skin deformation, and creating and wiring sliders -- stepping the user through rigging an entire human character for animation. The training also covers skeletons for animals as well as replacement animation. Character Rigging in Discreet 3ds max 6 comes with a complete set of exercise files, including a fully rigged human character with over 30 facial expressions, allowing you to follow along and learn at your own pace.

In this clip, host George Maestri discusses how to animate with IK and how to switch between IK and forward kinematics. First up is to create a bone chain via the Bones tool, turn on the IK chain assignment to create a two bone chain. He then shows how to animate the bone chain using the IK goal by turning on auto key and setting some keys. He then shows how to animate via forward kinematics.

Animate in IK

Animate in IK

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George Maestri is an animation director and producer based in Los Angeles. He has written a number of books on 3D character animation, including Digital Character Animation (New Riders), and Maya at a Glance (Sybex Books). His credits include work for such studios as Nickelodeon, Disney, Warner Brothers, and Comedy Central.
Related Keywords:3ds max training, IK, inverse kinematics, forward kinematics, 3d animation


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