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Adding legs to a rig

From: Getting Started with CAT Rigging Tools in 3ds Max

Video: Adding legs to a rig

As we have already seen, CAT has a variety of tools that can speed up the rigging process. The most obvious of which are the preset rig types. Even when we need to create a custom rig, CAT still makes it possible to work very quickly. Let's take a look in this video at creating a hind limb for our creature. In a typical rig building workflow, we would usually need to create a number of bone objects, link them together correctly in a hierarchy, and then create an IK chain that would correctly solve the movement of the limb.

Adding legs to a rig

As we have already seen, CAT has a variety of tools that can speed up the rigging process. The most obvious of which are the preset rig types. Even when we need to create a custom rig, CAT still makes it possible to work very quickly. Let's take a look in this video at creating a hind limb for our creature. In a typical rig building workflow, we would usually need to create a number of bone objects, link them together correctly in a hierarchy, and then create an IK chain that would correctly solve the movement of the limb.

All of that could take a while to accomplish, depending of course upon our skill level. Let's see how long it takes us to get all of that done in CAT. Having already created a pelvis hub, let's make sure it's selected in our scene and then come into the Modify panel. All we need to do here is come down to the bottom and click the Add Leg button. As you can see, CAT creates an inverse kinematic chain that consists of a three-bone hierarchy and a Helper which you set at the base of the leg.

You may wonder why I am only creating one leg. Well, the answer to this question will become apparent in a little while, but before we move on, I just want to change my leg bone's color. So I'm going to click the color swatch and give it an RGB value of 28, 28, and 177, and just click OK. As you would expect with CAT, the number of bones in this chain can very easily be increased or even decreased so as to suit the character design we are working with.

Obviously, a value of 2 suits us quite nicely. As we demonstrated with the preset rigs, we can select any of the bones and adjust their position simply by clicking and dragging on them. A quick workflow tip would be to put the ankle in place first. This is so that as we adjust the length, we don't disturb the position of our knee. With our ankle placed first, we can then easily work our way up the hierarchy.

I'm quite happy with the position of my ankle bone, but I'm just going to adjust its orientation using the Rotate tool. Let's come over to the Modify panel and adjust its Length ever so slightly, again, just to better fit our character artwork. Now I can follow the same process and move on to positioning the lower leg and finally the upper leg. Once these are in place, I can come over to the Modify panel and adjust the size parameters.

So I'm going to do this on the selected bone first of all, and then I'm just going to reselect the lower leg and perform the same operations. I mentioned earlier that we were creating only a single leg for a reason. This was because once we have edited a limb, CAT assumes that we would like to place a replica of this limb on the opposite side of the rig. Coming back to our hub, if we come down and click the Add Leg button one more time, you will notice a create select on the opposite side of the rig with the exact same settings as our first leg.

This is a nice piece of functionality that can save us quite a bit of setup time. I'm just going to adjust the color of this bone as well. I'm going to scroll to the top of my Modify panel and click the Color Swatch, and set its RGB values to 6, 133, and 6, and click OK. Again, you'll probably recognize I am using standard biped colors. Typically, we would probably find ourselves adding two legs to a hub or pelvis as we have done here, but CAT certainly doesn't limit us to just that.

In fact, if you check out the preset rigs, you will find the Crab and Spider rigs that demonstrate the use of more than just two legs per hub. Let's continue the construction of our creature rig in a logical fashion and move on to adding a spine to our CATRig.

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This video is part of

Image for Getting Started with CAT Rigging Tools in 3ds Max
Getting Started with CAT Rigging Tools in 3ds Max

40 video lessons · 2718 viewers

Joel Bradley
Author

 
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  1. 3m 52s
    1. Welcome
      52s
    2. Working with the exercise files
      38s
    3. What you should know before watching this course
      59s
    4. Setting up the 3ds Max project structure
      1m 23s
  2. 5m 29s
    1. What is CAT?
      2m 4s
    2. Locating CAT features in the 3ds Max user interface
      3m 25s
  3. 26m 3s
    1. Using the preset rigs
      3m 38s
    2. Organizing a rig using custom names and colors
      6m 1s
    3. Editing the preset rigs
      4m 33s
    4. Exploring the 3ds Max Modifier List
      5m 11s
    5. Repositioning bone pivots
      3m 8s
    6. Using control gizmos
      3m 32s
  4. 28m 15s
    1. Understanding hubs
      3m 19s
    2. Adding legs to a rig
      4m 21s
    3. Working with spines
      4m 44s
    4. Adding limbs
      4m 45s
    5. Adding extra bones to the head
      6m 0s
    6. Adding toes and tails
      5m 6s
  5. 16m 17s
    1. What is a muscle strand?
      6m 15s
    2. Using a muscle strand on a rig
      3m 22s
    3. What is a CAT muscle?
      3m 1s
    4. Putting a CAT muscle to work
      3m 39s
  6. 11m 42s
    1. Understanding the Setup and Animation modes
      3m 17s
    2. Exploring the Absolute layer
      3m 13s
    3. Explaining adjustment layers
      2m 23s
    4. Exploring the CATMotion layer
      2m 49s
  7. 16m 4s
    1. Working with the hand and foot hubs
      4m 1s
    2. Exploring the foot pivot system
      3m 40s
    3. Exploring the CAT display inside track view
      4m 5s
    4. Using the IK/FK system
      4m 18s
  8. 15m 31s
    1. Exploring the CATMotion Editor
      2m 28s
    2. Customizing motion
      4m 49s
    3. Directing motion
      5m 25s
    4. Grounding motion
      2m 49s
  9. 29m 41s
    1. Building a rig: The lower body
      7m 1s
    2. Building a rig: The upper body
      8m 36s
    3. Making good use of secondary bones
      4m 54s
    4. Creating a rough skin pass
      3m 45s
    5. Creating a stress-test animation
      5m 25s
  10. 42s
    1. What's next?
      42s

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