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Getting Started with CAT Rigging Tools in 3ds Max

Getting Started with CAT Rigging Tools in 3ds Max

with Joel Bradley

 


Discover an alternative to the traditional character rigging workflow with the Character Animation Toolkit (CAT) for 3ds Max, which offers preset character rigs as well as custom tools for creating a rig from scratch. Author Joel Bradley demonstrates animation layers; CAT muscles, which you can use to create a skin that deforms and stretches realistically as your character moves; and the forward/inverse kinematics workflow. The final chapter puts all these features into motion, as you apply the tools to a full character rig with secondary bones and perform a stress test animation.
Topics include:
  • What is CAT?
  • Using and editing preset rigs
  • Repositioning bone pivots
  • Using CAT control gizmos
  • Working with spines
  • Adding limbs to a character
  • Working with adjustment and motion layers
  • Animating with the foot pivot system
  • Building a start-to-finish rig with CAT

show more

author
Joel Bradley
subject
3D + Animation, Character Animation, Game Design, Visual Effects
software
3ds Max 2013
level
Intermediate
duration
2h 33m
released
Nov 06, 2012

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Introduction
Welcome
00:03Hello, my name is Joel Bradley, and welcome to Getting Started with CAT Rigging Tools in 3ds Max.
00:11We will start the course off with an overview of CAT itself, and then we will familiarize
00:15ourselves with where CAT features can be found in the 3ds Max user interface.
00:20We will take a look at using CAT's quick rigging options as well as spending some time looking
00:25at how to build a CAT rig from the ground up.
00:28We will also be looking at how we can work with some of CAT's more complex tools such
00:33as CAT Muscle and the muscle strand.
00:36CAT's very powerful animation layer system, foot pivot setup, and IK/FK systems will all be considered.
00:44Using a rig that we will build during the course, we will also explore CATMotion. Let's jump in and get started.
00:51
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Working with the exercise files
00:00If you are a Premium Member of the lynda.com online training library, you have access to
00:06the exercise files used throughout this course.
00:10The exercise files are in the Exercise Files folder, which I have placed on my Desktop.
00:16You can, of course, store it wherever you like.
00:19There are files created for most movies, and they reside in sub-folders named according to the chapters.
00:27It is not necessary for you to use these files, but you can follow along using files containing your own work.
00:34Let's move ahead then and get started with our course.
00:39
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What you should know before watching this course
00:00As we work through our course, I will be working to make you aware of two locations in the
00:06UI and their associated keyboard shortcuts as I use them.
00:11However, I will to a certain extent be assuming that you have at least a reasonable level
00:17of familiarity with the 3ds Max application.
00:21You should know how to work with standard 3ds Max tools and perform typical viewport navigation operations.
00:28If you are new to 3ds Max and need to learn how to master these elements before working
00:33through our CAT Rigging course, then I would strongly recommend you check out some of great
00:383ds Max titles already found on the lynda.com online training library.
00:44Other skills you'll probably find helpful as you work through this course would include
00:49knowledge of all the rigging options available inside 3ds Max or other 3D applications,
00:55as well as some very basic modeling skills.
00:58
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Setting up the 3ds Max project structure
00:00We have set up our scene files using a 3ds Max project structure so that you can quickly
00:06access your start scene files from inside the application.
00:11In this video we will quickly walk through the process of setting our 3ds Max project folder.
00:17First, we just need to perform a quick check on our 3ds Max preferences, so let's come
00:22up to our Customize menu and then choose the Preferences option.
00:27And we just want to sure we're inside the Files tab.
00:31Once here, we want to put a check in the Convert local file paths to Relative option, then
00:38we can simply click OK.
00:40Now, we can quickly set up our 3ds Max project path.
00:45First, we need to come up to our Quick Access toolbar and click the Project folder icon.
00:50Let's just locate our Exercise Files folder, in our case we have placed it on the Desktop.
00:57Now we'll just click to select our folder to set this as our project route, and then
01:02we can just click OK.
01:05If we click our Application button and use the File > Open command, you will notice that
01:11we are automatically taken to the scenes folder inside our Exercise Files folder.
01:16All we need to do now is select the appropriate chapter and then the appropriate start scene file.
01:22
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1. Introducing the Character Animation Toolkit (CAT)
What is CAT?
00:00For those not familiar with the CAT system, C-A-T or CAT, stands for Character Animation Toolkit.
00:09The animation tools that CAT gives to us are both quick and easy to use, but at the same
00:15time they do offer a very high level of control over the rigging and animation process.
00:21CAT gives use the ability to create and animate with a wide variety of rig types.
00:27For example, we can create bipedal characters, which of course can be the staple of many rigging jobs.
00:35But CAT is by no means limited to just Bipeds.
00:39As we will see throughout this course, we can certainly create and animate rigs for
00:44our quadrupeds and multi- legged characters such as insects.
00:49We can even fashion rigs from scratch to work with our own character designs no matter how
00:54many limbs that they may have.
00:57All of CAT rigs, whether presets or custom built, make use of CAT's IK/FK systems, as well
01:04as having full access to CAT's procedural motion generator.
01:10CAT also has a lot of power and flexibility when it comes to handling animation through
01:15its animation layer system.
01:18These give us the ability to blend multiple animations together to produce a pleasing final result.
01:25Just like 3ds Max's older biped system, CAT can easily work with motion capture, should
01:31our current project require it.
01:34Some may view CAT as a rigging and animation toolkit for beginners. Although this can be
01:39a somewhat true statement given the easy to use nature of the tools in CAT, it has to
01:45be noted that it is also a very powerful set of tools from which any rigger or animator
01:51with experience can produce exceptional results.
01:56In our next video, we will familiarize ourselves with just where CAT tools can be found in
02:01the 3ds Max user interface.
02:04
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Locating CAT features in the 3ds Max user interface
00:00Now that we understand the basics of what CAT is, let's spend a few minutes becoming
00:05familiar with where its tools can be found within the 3ds Max UI.
00:11This will hopefully help us to access them with ease as we work our way through this course.
00:17Let's start with the Creation tab of the 3ds Max Command panel.
00:21This of course is over on the right-hand side of the interface.
00:25Let's just make sure that we are inside the Create tab by clicking on it, and then we
00:30want to drop down and come across and select our Helpers icon.
00:35If we just click to drop down or expand our list inside the Helpers section, you can see
00:40we have a CAT Objects option.
00:44If we click to select this, it will reveal all of CAT's object creation tools.
00:49As we need to demonstrate how to access CAT controls in the UI, we want to select the CATParent option.
00:57And then to quickly create a CATParent object, we'll just left-mouse click in our viewport and drag.
01:04With the Helper in the scene, let's make sure we have it selected and then just come across
01:08to our Command panel's Modify tab.
01:12As you can see, we now have all the options for this particular CAT object available.
01:18To access options for CAT rigs, we of course need to have a rig present in the scene.
01:25With our CATParent still selected, let's just double- click any rig option found in the preset rig list.
01:32I'm just going to double-click on the clown.
01:36Instantly we have a fully-featured animatable rig loaded into our scene.
01:42Simply select any part of the rig bone structure.
01:45Now you will notice that the options in the Command panel change and are now specific
01:50to this particular CAT bone.
01:53We would also follow the same basic pattern if we were working with CATMuscle of the Muscle Strand objects.
02:01That is select the newly-created CAT feature and then use the Modify tab to gain access to its options.
02:09With a bone still selected, we can now over to our Motion tab,
02:14and once we click it we have access to CAT's Animation layer system.
02:20Don't worry if we seem to be scheming across these controls too quickly, this is just an
02:24overview of the tools in the user interface, and we will be coming back to most of them later in the course.
02:32With a CAT bone selected if I come over to our viewport and right-click on it, you will
02:37notice that we also get a menu here that has options specific to this CAT bone.
02:43At the top of our 3ds Max UI we have our dropdown menu system through which we can also access CAT tools.
02:52As with many menu items in Max, this is usually just another way to access tools and options
02:57that can be found elsewhere in the UI.
03:01If we take a look at the Animation menu, we can see that we have access to CAT-specific
03:07options here as well.
03:10Becoming familiar with the tools in the UI just means we will be able to quickly access
03:14them throughout the duration of this course.
03:18In our next video, we are going to make a start at working with CAT tools beginning
03:23with CAT's preset rig types.
03:28
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2. The Fast Rigging Tools
Using the preset rigs
00:00CAT's preset rigs can be used by beginners who want to familiarize themselves with CAT's
00:06tools or by professionals who wants a quick start to the rigging process.
00:12Obviously, what we need to know is how to create a Preset Rig in CAT.
00:18The steps we are going to take assume we are working in a new Max session.
00:22In other words, we have just that to the application and loaded our preset rig scene.
00:28First, step we need to take is the creation of a CATParent object.
00:31Let's come over to the Create tab and into the Helper section.
00:37Let's drop down our list and choose CAT Objects and then select CATParent.
00:43As you can see, left-clicking and dragging it on a viewport creates the Parent object,
00:48but no rig is created.
00:50I just want to sense this in the Max view by right-clicking and then choosing Move.
00:55I'm just going to come down to the bottom of the Max UI and right-click on the X and
00:59Y spinners to zero them out.
01:02To add a rig, first make sure that the Parents Helper is selected, and then you can come
01:07across to the Modify panel.
01:10Let's scroll down until we come to the CATRig Load Save rollout.
01:16All we need to do is choose a preset, double- click it, and it is created in the scene.
01:22As easy as that we have an animatable, fully- featured rig created straight into our scene.
01:30You may be wondering why earlier we stressed we were working from a new 3ds Max session.
01:37We made this distinction because if I just reload our Start Scene file and say No to
01:42save the changes, and I come to create another CATParent but scroll down to our Preset Rig
01:50list, you will notice that CAT remembers our previously created rig, and when we create
01:56our new CATParent, this rig is also created.
02:01If this is the behavior we want, that's fine, but to get back to creating just the Parent
02:07object, I'm going to delete the rig we have just made.
02:11Before we click and drag in our viewport, all we need to do is just come back to our list
02:16and select this "None" option.
02:19Again, if we click and drag in our viewport, now we just create a Blank Helper object.
02:25We just wanted to demonstrate this behavior to you because obviously it has the potential
02:31to confuse users who are new to CAT.
02:34The question you may now be asking is, well, why would you want to use the presets?
02:39If we just glance over to our Modify panel and just take a look at the Rig list, we will
02:45notice that as well as variation in rig types, for instance, the Base Human, and creatures
02:54such as the Horse, there is also quite a lot of variation in terms of rig complexity.
03:03For instance, between the Horse we just created and the Centipede, because of the wide variety
03:09available, we can more often than not use these rigs as a starting point, even when there is not an exact match.
03:18For instance, if we were animating a T-Rex, we could use the Allosaur rig and adjust these proportions to fit.
03:25As we can see, CAT's preset rig types can speed up the rigging process.
03:31In our next video, we will look at how we can start organizing our rigs using custom names and colors.
03:37
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Organizing a rig using custom names and colors
00:00Even if we only have a little experience with rigging inside a 3d application, we will
00:06be aware that scenes can get pretty complex in no time at all.
00:10With this in mind, a best practice option would be to organize our rigs as we work.
00:16I really would strongly recommend getting into the habit of doing this, as it will make
00:21our work and the work of others who may need to ultimately use our rig so much easier in the long run.
00:28First, let's tackle the issue with actually naming our rig.
00:32Good naming conventions will make selection on manipulation of rig paths far quicker and
00:37easier than it would be if we were to just keep all the defaults in place.
00:42If we come and select our CATParent object and then move over to the Modify panel, we
00:49can see in the CATRig Parameters rollout we have an option for applying a name to the Helper object.
00:56Let's give our CATParent the name of OurRig and then press Enter.
01:02One important concept we need to understand regarding organization with CAT is that it
01:07uses what I like to call a propagation system.
01:11What I mean is that CAT passes certain organizational elements down the chain.
01:17So, if we now select any bone in our rig, we can see that it has the prefix name of OurRig.
01:25This is true for every aspect of the system.
01:29This functionality means we have the ability to give a number of rigs in a scene distinct
01:33names that will separate them from one another without having to go and rename every individual bone.
01:41If I just select all of my current CATRig and press the W key to enable the Move tool,
01:46and holding down Shift, I just copy my rig to the left and then say OK to the Clone options.
01:54If I then bring up the Select from Scene dialog using the H key, you will notice that picking
01:59out the names of individual bones will be quite a challenge as the rig prefix and the
02:05bone name simply run into one another.
02:09Worse still is the fact that the body parts of both rigs are mixed together, so for instance
02:14we can see we have OurRigRThigh and OurRigRThigh001.
02:22To fix the mixing problem, I'm just going to cancel out of the dialog and select our CATParent Helper.
02:30And I'm going to name this "TheRig".
02:33If I press the H key once again to bring back our dialog box, you'll notice that all
02:38of our bones are now separated out according to the Helpers.
02:42We have all the bones associated with OurRig, and we also have all the bones associated
02:48with TheRig all grouped together.
02:50Now, to tackle the issue of prefix and bone names running into one another, I generally
02:56like to use underscores.
02:59For instance, if I just cancel the dialog box and come back over to the name of our
03:04CATParent and place an underscore at the end of its name,
03:08and then I come back into my Select from Scene dialog box, you will notice that it's just
03:13that much easier to read.
03:16I think the underscore at the Parent level means we only need to type it once, and as
03:22you can see in this list, it will propagate throughout our entire rig.
03:27We can extend this organizational technique even further and change the name of individual
03:33hierarchies in our rig and have that name pass down to all of the child bones.
03:39Let's select the left collarbone of one of our rigs and give it a more descriptive and easy to read name.
03:46I'm going to call it Left underscore Arm and then place an underscore at the end and press Enter.
03:54Now, if we click on any of the children of this bone, we can see that the Rig prefix,
04:01the Hierarchy prefix, and the individual bone name carries all the way down to the last
04:07bone in the hierarchal chain.
04:09This propagation concept also carries over when it comes to creating custom colors for our rig.
04:17Artists oftentimes like to use color conventions to help them distinguish certain parts of the
04:22rig at a glance. As an animator, you may have a certain color coding system.
04:28With our bone selected--and we can select any bone in the chain, it doesn't really matter--
04:33let's come over to the right of our name dialog box, and let's click this Color Swatch to
04:39change the color of our bone. Of course, you can use any color of your choice.
04:44For me, because I often use the Biped system in Max, I'm going to use a standard Biped
04:50color and set this to an RGB value of 28, 28, and 177, and then just click OK.
04:59As with the naming system, all of the bones in this hierarchy receive this color change.
05:05Let's do the same with our Leg, let's select a bone, come over to our Color Swatch, and
05:11give it a value of 28, 28, and 177, and again click OK.
05:18Now we have the left side of the rig nicely color coded.
05:22What, though, if we wanted to have a single bone in the middle of the chain colored differently?
05:27In this instance, we would need to select the bone and use the separate 3ds Max object Color Swatch.
05:35Once in here, we can pick a color of our choice and click OK, and you'll notice only that
05:40bone receives the color change.
05:43This means we have a few extra options when color coding our bones.
05:48Hopefully you can see the potential benefits that come from having a well-organized rig.
05:54In our next video, we will move on to examining the tools CAT makes available in connection with editing our rigs.
06:04
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Editing the preset rigs
00:00It is highly unlikely that a preset rig type will fit our character mesh perfectly upon creation.
00:07Oftentimes we will need to adjust the position and size of our bones so that they fit nicely
00:13inside our mesh, making the skinning process, of course, that much easier.
00:19Thankfully, CAT makes adjusting the bones of our rig a rather painless process.
00:24If we know we're going to be spending a lot of time simply selecting and manipulating
00:29only CAT bones in our scene, we might want to change our selection method over to CAT
00:34bones to make the selection process easier.
00:37To do this, let's come up to the top of our Max UI and drop down our selection filter and
00:43just choose CAT Bone.
00:45This means if we click and drag in our scene, none of our geometry will be selected, and
00:50we can only select CAT bones.
00:53The simplest way to adjust the bones length and position is to select it and use the Move
00:59tool to translate it in 3D space.
01:02Let's adjust the position of our elbow to show how this works.
01:06I'll just press the W key to enter the Move tool.
01:09And as we move it, you'll see that both bones-- according to CAT terminology--now stretch to
01:15accommodate the position in the scene of the pivot.
01:20If you would prefer only the parent bone to stretch, we can come over to the Hierarchy
01:24tab in the Command panel and then select the Link Info button.
01:29If we scroll down to the Setup mode section, we can uncheck the Manipulation Causes Stretching option.
01:37Now if we move the bone, you'll notice only the parent stretches so as to match the pivot
01:43location for the selected object. Let's just come back and turn that on.
01:49Another way we can position bones in our mesh would be using CAT's Forward Kinematic or FK System.
01:57Before doing this, however, I'm just going to press the E key to activate my Rotate
02:01tool and then come up to my 3ds Max toolbar.
02:04I just want to switch over the Reference Coordinate System to Local.
02:09This will make our rotation axis obvious and just make our bone placement more predictable.
02:15Now we can select the upper arm bone and rotate it into place.
02:21When we rotate our bone, all of the children follow along nicely.
02:26Once we have this bone into place, we can also rotate our forearm just to complete the positioning of this limb.
02:34Rotating our bones into place will help us avoid placing the bones at odd angles to each
02:38other, which can sometimes happen when using the earlier move method.
02:43Of course, which one we use is entirely up to us as both methods can produce the desired end result.
02:51We can also adjust the length of our rig bones numerically.
02:55With our forearm still selected, let's come over to the Modify tab, and if we scroll down
03:01to the bottom of the Bone Setup rollout, you can see we have three options for controlling
03:08the Length, Width, and Depth of the bone.
03:12Let's just increase all three again until our bone better fits the mesh.
03:16I'm going to start with the Length to adjust the position of our wrist, and then I'll increase
03:22the Width, and finally the Depth.
03:25Obviously, you would want to spend more time performing these operations, but as you can see,
03:30using these controls we can get our bone to better fit our character.
03:36Just above these three controls we also have an option that allows us to split a CAT bone into segments.
03:43These are oftentimes referred to as twisty bones.
03:47The most common example of such a setup is on the human forearm, which does indeed twist quite a bit.
03:55With our forearm still selected, let's increase the number of segments to three and then press Enter.
04:01Now you'll notice in both viewports our bone is divided into three sections, and based
04:07on the orientation of the wrist or hand bone, we'll now pass an offset rotation up the Hierarchy
04:14to give us a twist effect.
04:17Understanding how we can adjust and shape our CAT rig is vitally important.
04:24If we get this path to the process right, chances are that both the skinning and animation
04:29phases of production will go that much smoother.
04:33
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Exploring the 3ds Max Modifier List
00:00The ability to resize bones gives us basic control over fitting our rig to a character.
00:08But what if we could actually shape the individual bones so their structure conformed much more closely to our mesh?
00:16What if we could alter our rig so as to resemble a low-poly version of the character itself?
00:22The good news is with CAT, we can.
00:25In CAT we can easily apply 3ds Max modifiers to the bones in our rig and use them to alter
00:32the size and shape of the bones.
00:35Let's start the editing process by selecting a bone we want to adjust.
00:40I'm going to select the head bone as our character's head has a very distinctive shape.
00:47Then let's come over to our Modify tab and drop down our Modifier list.
00:52And I'm just going to press the E key to jump to the E section and then choose the Edit Poly modifier.
00:58We can add lots of different modifiers to our bones, but the Edit Poly Modifier will
01:04probably be our choice most of the time as it let's us quickly adjust the shape of our
01:09bones using conventional modeling techniques.
01:12Coming up to our toolbar, I just want to turn on my Graphite Modeling Ribbon.
01:19Now I can come over to the Edit tab, and I want to choose the Swift Loop tool as I want
01:25to add some extra edge detail to the head bone.
01:29Let's come into our Left viewport, and I'm just going to click once to create a horizontal edge loop.
01:36Then I'm going to move my mouse up and create a vertical loop and then come into the Front viewport.
01:42Again, I'm just going to create a vertical loop in the center of the head bone.
01:47Now we can enter vertex of object mode by pressing the 1 keyboard shortcut, and we
01:53can use the Move tool to adjust the vertices to better fit the outline of our mesh.
01:58So I'm just going to right-click to cancel out our Swift Loop tool.
02:02Let's grab the front row of vertices and move them forward and shape them to match the curvature of our mesh.
02:10Grabbing the middle ring, we can move this forward to space out our polygons and then tweak their position.
02:19Moving to the back of the head, we can move these vertices up and again make sure they
02:23follow the curvature of our mesh.
02:25I'm also going to move the middle two vertices to space our polygons in a more even manner.
02:31Switching to the Front viewport, let's just scale out the center vertices to better fill
02:36the volume of our head.
02:38Then selecting the vertical ring in the center, I will first scale them in the Front and then
02:42the Left views, again, keeping an eye on our character.
02:47Finally, I will slit the two vertices at the front of my head and just move them in ever
02:52so slightly and then scale them down so they are closer to the mesh.
02:58Once we have adjusted the bone to fit, we can right-click and come down to Convert To and
03:03then choose Convert to Editable Poly.
03:07This just collapses the Stack so Max does not have to perform any extra calculations.
03:13Sometimes in a 3ds Max workflow collapsing the Stack can remove functionality that may
03:19have been available at an object's base level.
03:22You will notice that with CAT bones, this does not happen.
03:28If we come over to the Modify panel, you can see Max still treats this object as a CAT
03:34bone, keeping all of its parameters available.
03:39One option we do need to be aware of is this Use Custom Mesh check box.
03:44Whenever we start to modify a CAT bone via the modifier Stack, this option is automatically enabled.
03:53If after collapsing the Stack we want to revert to our original bone mesh, we just uncheck
03:59this option, and we instantly revert back to our original CAT bone.
04:04Let's just turn that option back on.
04:07It is good to note that we can save and load our own custom rigs as presets.
04:14To do this, we need to select our CAT parent.
04:17I'm going to press the H key to bring up our Select from Scene dialog box, and if we
04:23look at the icons we can see that our Helper object is right at the top of our list.
04:28So I'm just going to click Base Human and then choose OK.
04:33If we scroll down to the bottom of our CATRig Load Save rollout, you'll notice we have the
04:39ability to both save and load our preset rigs.
04:44We can also save the character mesh geometry with our CAT rig, then each time we choose
04:49to load this rig type the character's geometry will also be created.
04:55Given the ability to change and adjust the shape of each and every bone in our CATRig,
05:01we can quickly and easily fit a rig to a character mesh in a very precise manner, making the work
05:07of skinning and animating that much easier.
05:12
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Repositioning bone pivots
00:00When it comes to animation, Pivots--or pivot points--play a huge role as, of course, these
00:07are the points from which an object's positional, and more importantly, rotational information will be calculated.
00:14Because of this, most rigging artists will want to have an option available that allows
00:19them to place pivot points in optimum positions so as to aid the animation process.
00:24However, at first glance, it seems as if CAT doesn't give us a way of accomplishing this.
00:31The truth, though, is that CAT is a fully integrated 3ds Max plug-in, so we can actually make use
00:38of standard 3ds Max tools in order to accomplish this.
00:42What I want to do is change the pivot's position of my head bone from the top of the neck and
00:47just place it just below our character's ear somewhere around the jawbone.
00:52Our natural inclination would perhaps be to use Max tools such as the Adjust Pivots and
00:58Working Pivot options in the Hierarchy tab.
01:01These, however, will not affect pivots in CAT bones.
01:05Another mistake that can be made is to try and use modifiers such as XForm and Edit Poly wrongly.
01:13The idea could be to use the sub-object mode of the XForm modifier and to move the bone and its pivot
01:21and then use an Edit Poly Modifier to move the mesh back to its original position, leaving the pivot relocated.
01:29But as soon as we apply an Edit Poly Modifier to our bone, you will notice that the pivot
01:35point snaps straight back to its original position.
01:39The general idea here is sound, the problem is we are just doing things the wrong way around.
01:46To do this correctly, let's just delete our modifiers and start from the beginning.
01:51In our Left viewport, let's make sure we have our head bone selected, and then we're just
01:56going to move it along the X and Y planes and position the pivot just below our character's ear.
02:03If we look in the Front viewport, we can see these places the pivot just above the neck
02:08at the back of the skull, but it's still in the center of the head.
02:13Don't worry at this point that head bone is now out for alignment with our character mesh.
02:18We can fix this just by simply adding an Edit Poly Modifier.
02:22And then we can come into the Elements sub- object mode and select our head bone and reposition
02:28it back into place.
02:30We can even scale our bones so it better fits the mesh.
02:35Once we are happy with the new shape and size of our bone, we can right-click in our modifier
02:41stack and collapse it and then just say yes to the warning.
02:46We now have our pivot point placed nicely, and we still have our bone position perfectly
02:52within the character mesh.
02:54Knowing how to reposition the pivots of a CAT bone will give us a lot of flexibility
03:01when it comes to setting up our rig to work correctly with both the skinning and animating phases of production.
03:07
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Using control gizmos
00:00Although direct manipulation of CAT bones for animation is possible, generally speaking,
00:07animators prefer to work with control objects that make manipulating different aspects of
00:12a rig quick and easy.
00:14With this in mind, let's take a look at creating CAT Gizmos.
00:18Generally, when building a rig with tools other than CAT in 3ds Max, Gizmos--or controller
00:25objects as they may be referred to-- have to be constructed manually.
00:31This usually involves creating 3ds Max spline objects aligning them to various bones in
00:36the rig and then creating a working link between the Gizmo and the bone or bones that you want it to control.
00:43In CAT, however, things are much simpler.
00:46To demonstrate, I'm just going to set my Selection Filter over to CAT bones, and then I'm going
00:52to select my hand bone, and right-clicking, you'll notice we have the option to Add a
00:57Gizmo specifically to this bone.
01:00Once we click this option, we are given another box where we can choose a particular shape.
01:06Let's choose the circle which could be used in this instance to indicate to an animator
01:11that this gizmo is to be used for rotation.
01:15As quickly as that, we now have a control object that is correctly aligned to its bone
01:20and is completely linked up, ready for animation to be applied.
01:25Let's just come over to our Modify panel and adjust its radius to a value of 5.
01:29This just means that Gizmo fits our mesh scale a little better.
01:34We can also make it easier to see by expanding the rendering top and checking the Enable in viewport option.
01:42This will tell the spline objects not to be visible in the final rendered frame, but to
01:47be visible in our shaded viewport, thus making it easier to select and work with.
01:53If these simple shapes are not enough, we can always come up into our Modifier list and
01:59add an Edit Spline modifier onto the gizmo.
02:03Then we can come into sub-object mode and manipulate its shape in the same manner as our CAT bones.
02:11We can further customize these gizmos by locking what they can actually affect on our rig.
02:17For example, let's say that this gizmo is only for the rotation of our hand.
02:22First, make sure we have the gizmo selected, and then if we come over to our Hierarchy
02:28tab, we want to come into the Link Info section.
02:32Coming to our Locks roll-out, we just want to put a check in the X, Y, and Z fields of
02:37the Move and Scale parameters.
02:40With our Move tool selected, let's try to move the gizmo in the viewport.
02:46As you can see, we can't.
02:48Now, let's switch over to our Rotate tool using the keyboard shortcut E and rotate the gizmo.
02:55This works exactly as we want it to.
02:58We can now repeat this process all over our rig, adding gizmos, changing their color,
03:04and limiting the effects they can have on our rig.
03:08We can even add multiple gizmos to a single bone.
03:11For example, we might want to add another gizmo to our hand bone that was purely for
03:16the translation or movement of this bone.
03:21Giving our rig visual controls that can be made to affect very specific attributes on
03:25our bones is a great way to both simplify and speed up the animation process.
03:31
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3. The Custom Rigging Tools
Understanding hubs
00:00When it comes to creating a custom character rig using CAT, an understanding of CAT's use
00:06of hubs is essential as the hub is a building point for many aspects of a CATRig.
00:13A Hub is a special type of CATBone.
00:16Typically, it's a foundation from which spines, arms, legs, and tails are built.
00:23A few specific examples of a CATHub would be a pelvis or a ribcage, maybe even a head,
00:30depending of course on its function within the rig.
00:34To actually create a CATHub, we first need to create a blank CATParent, which hopefully
00:40by now we are quite familiar with.
00:43Let's come over to our Helper section and dropdown our list and choose CAT Objects.
00:49Let's select the CATParent button and then click and drag in our viewport to create the Helper.
00:55I just want to make some modifications.
00:57I'm going to change the CATUnits Ratio to 0.338, just to make it a little bigger in the scene.
01:06Next, I want to orient it so it is facing the same way as our creature.
01:11I'm going to right-click and come to the Rotate tool and then press the A key to turn on our angle snap.
01:18Now I'm just going to rotate this minus 90 degrees in the viewport.
01:24With our Helper in place, we can now switch over to our Modify panel, where again we gain
01:30access to all of its options, but we're interested in scrolling down to the bottom of our CATRig
01:36Load Save rollout, because you'll notice just underneath our preset rig list, we have this Create Pelvis button.
01:45Clicking on this creates a hub in the scene, which obviously can now function as a pelvis.
01:51As with all bones in a CATRig, we can change its name, which I am going to do.
01:56I'm just going to rename it to Pelvis, press Enter, and we can also change its color.
02:03I'm just going to quickly change it to a value of 198, 225, 87, and again, I'm just going to click OK.
02:13We also--just like a standard CATBone--get access to the Length, Width, and Height parameters,
02:18which I'm just going to adjust now to better match our creature.
02:22So I'm going to set the Length to a value of 31, the Width to a value of 48, and the
02:29Height to a value of 17.7.
02:33It's usually a good idea to make certain that the pelvis is in the correct position for
02:37our character before moving on to creating limbs.
02:42The position and placement of the pelvic hub will quite obviously impact the position and
02:48placement of any limb bones that are built from it.
02:51Coming over to my Front viewport, I'm just going to rotate this bone around about 30
02:57degrees, and I'm also going to move it into a better position, again, just to match our creature.
03:04From this very simple start, we can build all manner of rigs ranging from very simple
03:10to very complex, which is exactly what we'll do over the next few videos using of course
03:16the character art that we have set up on our image plane.
03:20
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Adding legs to a rig
00:00As we have already seen, CAT has a variety of tools that can speed up the rigging process.
00:07The most obvious of which are the preset rig types.
00:11Even when we need to create a custom rig, CAT still makes it possible to work very quickly.
00:18Let's take a look in this video at creating a hind limb for our creature.
00:22In a typical rig building workflow, we would usually need to create a number of bone objects,
00:27link them together correctly in a hierarchy, and then create an IK chain that would correctly
00:33solve the movement of the limb.
00:36All of that could take a while to accomplish, depending of course upon our skill level.
00:42Let's see how long it takes us to get all of that done in CAT.
00:46Having already created a pelvis hub, let's make sure it's selected in our scene and then
00:51come into the Modify panel.
00:54All we need to do here is come down to the bottom and click the Add Leg button.
00:59As you can see, CAT creates an inverse kinematic chain that consists of a three-bone hierarchy
01:06and a Helper which you set at the base of the leg.
01:10You may wonder why I am only creating one leg.
01:14Well, the answer to this question will become apparent in a little while, but before we
01:19move on, I just want to change my leg bone's color.
01:22So I'm going to click the color swatch and give it an RGB value of 28, 28, and 177, and just click OK.
01:31As you would expect with CAT, the number of bones in this chain can very easily be increased
01:38or even decreased so as to suit the character design we are working with.
01:43Obviously, a value of 2 suits us quite nicely.
01:47As we demonstrated with the preset rigs, we can select any of the bones and adjust their
01:53position simply by clicking and dragging on them.
01:57A quick workflow tip would be to put the ankle in place first.
02:02This is so that as we adjust the length, we don't disturb the position of our knee.
02:08With our ankle placed first, we can then easily work our way up the hierarchy.
02:13I'm quite happy with the position of my ankle bone, but I'm just going to adjust its orientation
02:20using the Rotate tool.
02:22Let's come over to the Modify panel and adjust its Length ever so slightly, again, just to
02:28better fit our character artwork.
02:31Now I can follow the same process and move on to positioning the lower leg and finally the upper leg.
02:40Once these are in place, I can come over to the Modify panel and adjust the size parameters.
02:47So I'm going to do this on the selected bone first of all, and then I'm just going to reselect
02:53the lower leg and perform the same operations.
02:56I mentioned earlier that we were creating only a single leg for a reason.
03:03This was because once we have edited a limb, CAT assumes that we would like to place a
03:08replica of this limb on the opposite side of the rig.
03:12Coming back to our hub, if we come down and click the Add Leg button one more time, you
03:18will notice a create select on the opposite side of the rig with the exact same settings as our first leg.
03:26This is a nice piece of functionality that can save us quite a bit of setup time.
03:31I'm just going to adjust the color of this bone as well.
03:35I'm going to scroll to the top of my Modify panel and click the Color Swatch, and set
03:39its RGB values to 6, 133, and 6, and click OK.
03:46Again, you'll probably recognize I am using standard biped colors.
03:51Typically, we would probably find ourselves adding two legs to a hub or pelvis as we have
03:58done here, but CAT certainly doesn't limit us to just that.
04:03In fact, if you check out the preset rigs, you will find the Crab and Spider rigs that
04:08demonstrate the use of more than just two legs per hub.
04:13Let's continue the construction of our creature rig in a logical fashion and move on to adding
04:18a spine to our CATRig.
04:21
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Working with spines
00:00Having added legs to our rig, we could start to become a little concerned that things might
00:05get complicated from this point, as now we need to tackle adding a spine to our character.
00:11The complexity of a real spine becomes apparent when you start to think about how it works,
00:17multiple joints functioning as a single system each capable of rotating more than one axis
00:23and doing so in a manner that keeps them slightly offset from one another.
00:28Again, creating all of these from scratch using 3ds Max tools would certainly take some
00:33time and--it must be said--a reasonable level of skill with Max's Rigging tools.
00:39We of course, are going to make things much easier by using the CAT approach.
00:45Selecting our hub, we'll just come over to the Modify panel and, again, down to our Creation
00:50controls, and we're just going to click the Add Spine button.
00:55Just as we did with our limbs, we have very quickly created a fully functional spine system.
01:01The time we have just saved can now be used to carefully edit the spine so as to give
01:05us the best possible control during animation.
01:10One important point to note here is that at the end of our new spine chain, we have just
01:15created a new CATHub in the scene.
01:19Because of its position at the end of our spine, we can use this to function as our
01:23ribcage, so let's just name it accordingly.
01:25In the name field, I'm just going to type Ribcage and then add an underscore at the end, and press Enter.
01:33While I am here, I'm also going to change its color, so let's click the Color Swatch
01:37and set the RGB values to 8, 110, and 133, and then just click OK.
01:46When we change the color, we get a gradient effect on our spine links, and this is just
01:52indicating which of the hubs our spine link is closest to.
01:57Also, if we switch over to the Rotate tool using the E keyboard shortcut, and we just
02:03start rotating our hub, you will notice that it automatically adjusts each of the spine links.
02:10We can see we have an offset rotation that is propagated down through the spine chain.
02:16At this point, of course, we still need to fit the spine correctly to our character.
02:21We really want to try and keep the complexity of our rig to a minimum.
02:26Now we can lower the complexity of our spine by selecting one of the links, and just scrolling
02:33down to the Spine Setup rollout in our Modify panel, I'm just going to change the number
02:38of bones to 3, and then press Enter.
02:40To position the ribcage, let's come to the Front viewport, and using our Move tool, let's
02:47just align it with our artwork, like so.
02:52As with our pelvis, we also want to adjust the ribcage's size, so back over in the Modify
02:57panel, let's adjust the Length, Width, and Height values.
03:01I'm going to set these to 40, 35.4, and 23.5, and just press Enter.
03:10Once we've adjusted the size, we probably want to come back over to the Front viewport
03:14and reposition it and maybe even use the Rotate tool to orient it with our image plane.
03:21Although our spine links are set to rotate and move with the hub, we can still select
03:27an individual spine link, and using the translation gizmo yet again, we can move these bones into position.
03:33So I'm just going to do this with each of my spine links.
03:39If we're adjusting the size of our bones numerically, I would really recommend starting from the
03:44link at the end of the hierarchy closest to the pelvis.
03:48This is because when we adjust its Height parameter, it will affect the position of the
03:53other bones in the chain.
03:54With this link selected, I just want to change its size, so I'm going to scroll up to our
04:00Bone Setup rollout, and I'm going to adjust the X parameter and set it to a value of 30.
04:06This will just increase the size of our spine to fill out where our character mesh would be.
04:12And I'm going to repeat this for the other two spine links, setting the X value to 30,
04:18and then pressing Enter.
04:21Because our ribcage bone is also a hub, we have the ability to create arms, legs, and
04:27even additional spines from it, if we need to.
04:30In fact, this is precisely what we'll be doing over the next couple of videos.
04:35Again, this just adds to the ease of use and the freedom we have regarding how we choose
04:41to build our custom rig.
04:45
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Adding limbs
00:00At this point in the process, we have a couple of options open to us as to how we will proceed.
00:07We could choose to add our creature's neck and head to our ribcage hub, or we can complete
00:12our limb set by focusing instead on creating the front legs, which in fact is what we will do.
00:19Obviously, we have already covered the creation of a leg system in this chapter, and we will
00:25be following those same basic steps here.
00:27However, we are going to take this opportunity to examine some CAT functionality that we
00:33haven't as of yet made use of.
00:36Firstly, let's add our two front legs by selecting our ribcage hub, and then coming across to
00:42our Modify panel, we will click the Add Leg button twice.
00:47One difference we will introduce here will be the addition of an extra bone.
00:53If we select either of our leg bones, and coming to the Limb Setup rollout, you can see we have
00:59the option of adding a Collarbone.
01:02If I just move my bone further forward here, you'll notice we have indeed added this extra
01:07bone into the limb.
01:09I'm just going to right-click to cancel my Move operation.
01:13Of course, typically a collarbone is an option we would associate with the arm rather than the leg system.
01:20But if the anatomy of our design calls for it, it's nice to know we have this feature available.
01:26Seeing as our creature is make-believe, I'm just going to leave this option checked.
01:32If we are going to make use of this bone, be sure to add it before moving our bones,
01:38as enabling this check box will shift the position of all the bones in the leg.
01:44Before we make any adjustments to our limbs, I just want to change the color of both of them.
01:49I'm going to click my Color Swatch and set the left leg to a Biped blue.
01:54That's an RGB value of 28, 28, and 177, and click OK.
02:00And then I'll select the other leg, coming to its Color Swatch, and will set this to Biped
02:05green, a value of 6, 133, and 6, and then again just press OK.
02:13Let's now get our bones into position.
02:16As before, we're going to start with the last bone in the chain and just move it into position
02:21using the Translate tool and also rotate it ever so slightly.
02:27And again, as before, I'm going to adjust its length so as not to affect the position
02:32of my bones later on.
02:34Then I'll position the lower leg into place, like so, and then finally the upper leg.
02:41I'll just move this further forward, again just matching our creature concept.
02:48While I have this bone selected, I'm just going to scroll down into the Bone Setup rollout
02:53and just change its Depth option to a value of 18 and press Enter.
02:59I'm sure at this point you are wondering why we have added two legs instead of just editing
03:04one and then hitting the Add Leg button as we did with our hind legs.
03:09Well, we just want to highlight another method available to us, the reusing edits on our
03:15limbs so as to create symmetrical--or almost symmetrical--elements in our rig.
03:20To demonstrate, with my bone still selected, I'm just going to scroll up to our Limb Setup
03:26rollout, and here you will see we have the options to Copy, Paste, and Paste/Mirror our limb settings.
03:35In this instance, I'm going to click the Copy Limb Setting's button.
03:39And then if we select the opposite leg, we will use the Paste/Mirror option.
03:45This copies our limb settings, including its positions, size, and number of bones over to the selected limb.
03:52In fact, if I move this limb forward, you'll notice it has indeed added the collarbone.
03:58I'm just going to right-click to put that back into position.
04:01It is important to note the difference between the Paste and the Paste/Mirror commands.
04:08The Paste option is for bones on the same side of a rig or bones that are central to
04:14a rig, for example, our spine bones.
04:17Paste/Mirror is used to obviously paste our settings on the opposite side of our rig.
04:23Things would not look too good if our character had four left legs.
04:28Having the option to quickly copy and paste limb information between parts of the rig
04:33means we can focus on getting a single limb looking just right and then reuse some or
04:40all of that information to very quickly set up as many limbs as we need.
04:45
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Adding extra bones to the head
00:00In this video, we are going to take a look at using CAT's Add Bone feature to create
00:05muscle control for our character.
00:07But first, we want to finish utilizing the ribcage hub as we have one more system to add to the rig.
00:15This will be another spine that we will use for our neck and head.
00:18First, let's select our ribcage hub, and then coming over to the Modify panel, we'll choose
00:23the Add Spine command.
00:26Grabbing the hub, let's just rotate this into place and then approximately position it with our concept art.
00:35Because of the simplicity of our design, we only really need three joints for the neck.
00:41So, let's select a spine joint, and then coming over to our Spine Setup rollout, we'll just
00:46lower the number of bones to 3 and press Enter.
00:50As we have been doing all along, let's just position each of our spine joints, again, just
00:56using our Move tool.
00:59Of course, in our rig, these are not really spine bones, they are neck bones.
01:04So, let's just name them accordingly.
01:06Coming back over to our Modify panel, let's scroll to the top, and in the naming field
01:12just in front of the number, let's type Neck and then an underscore.
01:16I just want to copy this text so we can reuse it later on.
01:20But before leaving, I'll just add another underscore after the number 3,
01:24and then press Enter.
01:26Let's come to our second spine link and paste in our name and add an underscore,
01:32and then we'll repeat the process for the final link in the chain, again, pressing Enter when we are done.
01:39For my personal taste, I prefer to make my neck joints just a little smaller, so let's
01:45set the X and Y fields to values of 20 and 9, and obviously we want to do this for each
01:52of our neck joints. Let's also make sure we name our new hub.
01:59Let's select it, and in the field we'll type Head underscore and then press Enter.
02:05I also want to change the size of this bone, but I'm just going to adjust the Width.
02:09I'm going to set this to a value of 29.8, and this is just going to fill out the volume a little bit.
02:17I'll also just slightly tweak its position now that I've changed its size, and I also
02:22want to change its color.
02:25So, let's come back over into our Hub Setup rollout and click the Color Swatch, but this
02:30time I'm going to use RGB values of 166, 201, and 239, and just click OK.
02:40We now have a basic head for our character, but we won't get much articulation from just this single bone.
02:48We may want a little more control than just the ability to move the whole head.
02:52What we want to do is add extra bones that will give our animators the ability to control
02:58the muscle of our character.
03:00To create these bones, we'll make sure our head is still selected, and we'll come into
03:05the Hub Setup rollout and click the Add Bone button.
03:08Depending on the scale of your rig, you may or may not see the bone we have just created.
03:14If we don't, we can simply come over to one of our viewports, and using the F3 command,
03:19we can turn our viewport into a Wireframe view.
03:23Now that we can see through our head bone, we should be able to spot our newly-created
03:27bone in the center.
03:29I'm just going to press F3 to come back to our shaded view, and then I'm just going to
03:33align this bone with the upper jaw of my character, again, just using the Move and Rotate tools.
03:41While I'm here, I'm just going to adjust its size as well, setting the X and Y values to
03:4620 and 9 respectively, and then just pressing Enter.
03:51Even though we are now working with a custom bone, we can still use Copy/Paste functionality.
03:58In this instance, we will use the bone Copy/Paste functionality.
04:03With the bone still selected, let's choose the Copy command, and then selecting our head
04:08hub once again, we'll choose the Add Bone button.
04:12With the newly created bone selected, let's choose the Paste command.
04:17At first glance it appears our bone has disappeared, but don't worry, all it has done is taking
04:22on the characteristics of our original bone.
04:26Let's just move this bone into a better position, and using the Rotate tool, we'll just match
04:31our concept art in the background.
04:35Instead of adjusting the size of this bone numerically, I'm instead going to use the
04:39Scale tool by pressing the R key.
04:42Before I scale the bone, though, I'm just going to change the Reference Coordinate System
04:46over to Local, that way we can just scale along the bone's axis.
04:51As I do so, I want you to pay attention to the X, Y, and Z fields over in the Bone Setup rollout.
04:58Usually, scaling an object outside of a sub- object selection can cause problems inside 3ds Max.
05:06You will notice, as I use the Scale tool, all CAT is doing is updating the bone's parameters,
05:12which is very different from typical 3ds Max behavior.
05:16We can even add another bone onto a custom bone by simply selecting it and then coming
05:22over to the Command panel and clicking the Add Bone button once again.
05:27Let's just move and rotate this new bone into position.
05:31A nice feature of this Add Bone approach is that if I grab our original bone and rotate it,
05:37you can see the two bones are linked together and ready for animation.
05:43Although we have just added three bones to our head, we are by no means limited to just these.
05:49In fact, we can add as many extra bones as we like and then shape and position them using
05:54the tools we have shown.
05:56This gives us creative freedom to build any type of rig we need.
06:01
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Adding toes and tails
00:00On occasion, we may need to rig a character that has a tail.
00:05As we have by now come to expect, CAT makes this process very simple.
00:10For this particular character, we're going to create a tail.
00:14First, though, we need to address the fact that our character is clearly lacking the
00:17ability to balance or even walk, due to the absence of feet.
00:22So, let's fix this problem.
00:25As we select our hub--whether this is an ankle or a hand bone--and come over to the Modify panel,
00:32you will notice that below the controls for adjusting the shape we have an option to set
00:36the number of digits.
00:39Let's just type 2 into this field and press Enter, and straight away, the two digits added to our rig.
00:46Now each digit comprises of two bones that had all linked up and are ready to be manipulated.
00:54I'm just going to come over to the Digits Setup rollout and increase the number of bones
00:58in our digit to 4, just for demonstration purposes.
01:02There are a number of handy features here that can be extremely useful for both riggers and animators alike,
01:09the first of which is the ability to easily select an entire digit hierarchy.
01:15To demonstrate, if we just double-click at the top level in our chain--in this case, the
01:20first link in the toe or maybe even a finger--all the children are also selected.
01:27This of course is standard 3ds Max behavior.
01:30But it is really nice that it is being carried over to CAT's Digit Controls.
01:35Now, when we translate these bones with the Move tool, they all move in unison, and there
01:40is no stretching or compressing as there would be if we move the individual links.
01:46To look at the second handy feature, let's reach over to our Rotate Total.
01:50And again, double-clicking the first link in the hierarchy, let's Rotate our digit around the Y axis.
01:57As you can see, we get an offset rotation on all the bones, enabling those to easily curve the toe.
02:03However, if we select just one of the bones and rotate, we get standard FK behavior.
02:10Let's just quickly select our ankle, and I'm going to set the number of digits to 1 and press Enter.
02:17If you're wondering why we're using only one digit, I'm just really simplifying the rig
02:21a little and use on a single digit to serve as the paw bone for our creature.
02:27I'm just going to select one of the bones in my digit.
02:31I'm just going to scale it up on the Y and Z axis.
02:35And then make them a little shorter by scaling down in the X.
02:39Now, we can select our other ankle bones and set the number of digits to 1.
02:47And then coming back to our toes, we can use the copy digits command and then just select
02:53our other digits and paste the exact same settings on to all of these bones.
03:00With our feet now in place, let's switch over to adding a tail to our character, which perhaps
03:05is surprisingly has very similar controls to the digits.
03:09To create our tail, we'll just switch over to our Tail Camera.
03:14And once again, we'll select our pelvis hub and come over to the Hub Setup rollout and
03:19choose the add Tail option.
03:22At first, our tail is pointing a straight up and not in the correct orientation.
03:27So, let's just press F3 and double-click the first link in the hierarchy, and let's just
03:33move this into place.
03:36And then we'll switch over to our Rotate tool, and again, selecting the first link in the hierarchy,
03:41we'll just rotate this around the Z axis.
03:46I also just want to lower the amount of links in my tail.
03:50So, let's come down to the Tail Setup rollout and just change the number of links to 3.
03:56While we're in the Modify panel, let's also adjust the size.
03:58So we will scroll up, and we'll set the X, Y, and Z values to 5, 5, and 5 for our first
04:06link and press Enter.
04:08And then we'll set them to 4, 4, and 5, and then for our final link we'll set them to 2.5, 2.5, and 5.
04:20As with our digits, if we double-click the first link in the hierarchy and use our Rotate
04:25tool, we get the same curling effect, which will enable us to position our tail a little easier.
04:31On the surface, adding digits in tails seems like the fairly obvious and straight forward
04:37functionality that we may think has limited uses.
04:41But once you work with the controls for a while, you begin to realize these same bone
04:45chains could probably be used to control cartoon hairs, antennas, tentacles, alien or creature
04:52facial features, and maybe even a whole lot more.
04:56At this point, to finish up, what we would probably want to do is inspect our rig and
05:01make sure that pivot placement and bone sizes are correct.
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4. Working with the Muscle Systems
What is a muscle strand?
00:00Rigging organic characters, whether fantasy or real, can be a challenge with most rigging tools.
00:07The CAT object we are going to look at in this video is the muscle strand.
00:12It simulates the flexing motion of a muscle, and with it we can add an extra layer of
00:17believability to our rig.
00:19To take a look at the muscle strand's controls, we first need to create one in the scene.
00:24So over in the Command panel, we want to come to the Helper section,
00:28drop down our list, and choose CAT Objects.
00:32Once we have selected the Muscle Strand option, it takes only four clicks of the mouse to
00:36create one in our scene.
00:39Our first click sets an initial anchor point for the strand.
00:44The next click creates a Bezier handle that eventually will help control the shape of our muscle.
00:50Then the process somewhat reverses in that our next click creates another Bezier control
00:56and then the final click creates our second anchor point.
01:00Now I'm just going to right-click to end the creation process.
01:04The anchor points are really for fixing our muscle at a particular point in 3D space.
01:11When we select an anchor point and then move it around in our scene, you will notice that
01:16as well as changing the position, we also affect the shape of our muscle.
01:22On the other hand, our Bezier handles, if I just select and translate one of those in
01:27our scene, I really just design to affect only the shape of the muscle strand and they have
01:32no effect on its position.
01:35As with other CAT objects, once we have the muscle strand selected, we can come over to
01:40the Modify tab and see all the options available to us.
01:45One important option is the type of muscle that we will use.
01:50This will mostly depend on the pipeline that we are using for our entire project.
01:55For example, if we are going to be rigging, animating, and then rendering all in 3DS Max,
02:01then using the Mesh option will work just fine.
02:05If, however, we are creating a rig that needs to go into a game engine, we need to make
02:10a distinction between mesh and bone objects that a game engine can recognize.
02:15In that instance, we would need to use the Bones option.
02:19This as you can see turns each muscle section into individually selectable bones that the
02:25game engine can then read. I'm just going to set our type back to mesh.
02:31Whilst our Bezier handles are extremely useful for shaping our muscle strands, there may be
02:37times when they are just getting in the way.
02:41If this is the case, we have the option to completely disable our handles all together.
02:47Or if we would prefer, we then have this Handle Size spinner that can just make them a little less intrusive.
02:55Just below our Sphere Property section gives us great control over the density and shape
03:01of our muscle sections.
03:03We have a spinner value, really for setting whatever density we like.
03:08Though we do again need to stress that the simpler we can keep our rig, the better it
03:12is for the animators.
03:15Let's just set our number of spheres to a value of 5 and then press Enter.
03:21If we open up the Profile Curve dialog box, we will see a Spline curve that represents
03:27the shape of our muscle strand.
03:30Let's add a few points to this curve just to get an idea of how it works.
03:34Open the Toolbar, we will click the Add Point button, and then we'll going to click to the
03:39left and to the right of our midpoint.
03:42Next, we'll select our Move tool and then come and select the midpoint, and I just want
03:47you to keep an eye on the viewport as I drag this point up and down on our curve.
03:53As you will see this drastically alters the shape of our Muscle strand.
03:58As with most Splines in Max, we have the ability to select the point, right-click, and change its tangent type.
04:06I'll just choose Bezier Smooth for demonstration purposes.
04:10And as you can see, we now have some Bezier handles that we can adjust.
04:15If you are going to make edits to the curve, just be warned that in some versions of Max,
04:20the Reset Curves button may not work. Let's just dismiss the dialog box.
04:26I'm going back over to the Modify panel.
04:29Next, we have the Squash and Stretch options that control how our muscle strand deforms during motion.
04:37To demonstrate how this works, let's add a simple animation to one of our anchors.
04:41I will turn Auto Key and then coming to my Track bar, I'm just going to Slide it up to frame 20.
04:50Then using the Move tool, I'll select one of my anchor points, and I'm just going to
04:55drag it in the negative X axis.
04:59Then to move the point back to its original position, I'm going to select the first keyframe
05:04in my Track bar and holding down the Shift key, I'm going to click and drag to make a
05:08copy and place this on frame 40 by releasing my mouse button and the Shift key.
05:14It's probably best to turn off Auto Key at this point as well.
05:19Let's just scrub the Time slider and see how our muscles strand reacts to the motion of the anchor.
05:26Now, to compare, we'll come back to the bottom of our Modify panel, and we're going to enable
05:32the Squash and Stretch option.
05:35Scrubbing the time slider again, we will see that the deformation of our muscle strand
05:40is considerably different.
05:42The final controls in the muscle strand give us the ability to adjust the start and end
05:48position of each sphere in our strand,
05:51giving us, of course, a little more control over the final look of our muscle.
05:57Clearly, the muscle strand itself has quite a number of control options available.
06:02When we add these to the many features already available on our rig, we add an extra layer
06:07of believability to our character's motion and open up a whole new set of possibilities
06:12that animators can work with.
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Using a muscle strand on a rig
00:00Now that we have a basic understanding of the muscle strand and its options, let's apply
00:05what we have learned and attach a muscle strand to the front leg of our character rig.
00:11The first thing we need of course is a muscle strand.
00:14So, let's navigate to our CAT Object section and select the Muscle Strand option.
00:20Now, coming over to the Front viewport, I can click four times to create both the anchor
00:25points and the Bezier control handles for my strand, and then right-click to end the creation process.
00:32At the moment, our strand is just floating in the air, so let's grab the right-most anchor
00:38and coming up to the Max Toolbar, I'm just going to select the Align option and then
00:43click the upper leg bone of our rig.
00:47We can use whichever alignment option we need to properly place the muscle.
00:52In this case, using the Pivot to Pivot option works quite nicely.
00:56So, I'm just going to press OK.
00:59Grabbing the other anchor point, again, I'm going to come up to my Align tool, but this
01:03time I'm going to align to the ankle bone, again, choosing Pivot to Pivot and clicking OK.
01:10Obviously, this is not physically correct,
01:14but because I want to demonstrate the effects of the rig's motion on the muscle, this option
01:19will work very nicely.
01:22Before moving on, I'm just going to adjust the strand shape ever so slightly by selecting
01:27the Bezier control handle and just moving it in and then grabbing the second handle
01:31and moving it down as well.
01:34At the moment, the muscle is simply aligned with but not attached to our rig, which means
01:41if I grab the foot platform, during animation our muscle will simply get left behind.
01:49This is not the desired behavior, so let's use Max's Select and Link tool to actually
01:54link each anchor point to the appropriate bone.
01:59I'm just going to use my middle mouse wheel to zoom in, in the Front viewport, and selecting our first anchor,
02:06I'm going to click and hold down the left mouse button and then drag and release the
02:10mouse over our upper leg bone.
02:13You'll notice the bone in box of that bone in the Camera view flashes, and it just indicates
02:17that we have linked our anchor to that bone.
02:21Using my middle mouse button, I'm going to pan down to my second anchor point and repeat
02:25the process, but this time selecting the ankle bone.
02:30For a more realistic deformation, let's just select our muscle strand.
02:35Come over to the Modify tab and scrolling all the way down, it's options, let's enable Squash and Stretch.
02:42Now, if we grab the foot platform of our rig and translate it, you will notice that the
02:48muscle strand moves and deforms exactly how we would want it to.
02:53With the muscle placed on and linked to our rig, we can make use of the available controls
02:59to adjust the shape and fit the muscle according to our character's particular needs.
03:06As it is highly unlikely that a single muscle strand will add greatly to the realism of
03:10our creature's movement, it is good to know that we can add as many muscle strands to
03:16our creature as the current project, and to some extent, our hardware resources will allow.
03:23
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What is a CAT muscle?
00:00Much like the muscle strand, the CAT Muscle allows us to simulate much more complex movement
00:06in our rig than would typically be possible with standard CAT Bones.
00:11A CAT Muscle can really be thought of as a virtual skin that can move, stretch, and be
00:18influenced by other geometric objects in the scene to create both depressions and bulges
00:23in a character's skin.
00:26Let's have a look at the controls of this powerful tool set by coming over to our Helper section,
00:32dropping our list down, and choosing CAT Objects.
00:35After selecting the CAT Muscle option, we can create this system in the same manner
00:40we would as a standard plane primitive, that is by simply clicking and dragging our left-
00:46mouse button in our viewport.
00:49I'm just going to right-click and select my Move tool, and I'm just going to move this
00:54muscle up in my Camera view just so we can get a better view.
00:59You will notice right away that we have a number of Bezier handles in our viewport surrounding
01:04the muscle that bear a striking resemblance to the Anchors and Tangent handles that came
01:09with our Muscle Strand object.
01:12As you can probably guess, these are used in the same manner to position and control
01:17the shape of our bone.
01:19Each corner point is an anchor that can be moved to change both position and shape of our muscle, like so.
01:27Each handle attached to these corners controls how our muscle is shaped.
01:34You may have also noticed as I move the anchors and tangent handles around, that our CAT Muscle
01:39is not the solid plane it appears to be at first glance.
01:44In fact, this object is actually made up of a number of smaller planes, which is a fact
01:49you will see the significance of in a little while.
01:53Let's come over to our Modify panel with the CAT Muscle selected just to take a look at
01:58the controls we have available.
02:00As you can see, we have the same Mesh and Bones option as with the muscle strand.
02:06And naturally, the same principles discussed in that video apply here as well.
02:12We also have the ability to set the density of this bone via its U and V spinners.
02:19This in reality adds to or subtracts from the number of segments or planes making up our CAT Muscle.
02:27We would want to alter these according to the deformation needs of our mesh, of course.
02:32But keep in mind that an animator requires a responsive rig, so only use a density that is genuinely required.
02:40Scrolling to the bottom of our options, we also have our extremely important Collision Detection controls.
02:49As we want to focus very specifically on these for a while,
02:52in our next video, we are going to demonstrate how our earlier muscle strand can actually
02:57be used to interact with and deform our CAT Muscle.
03:01
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Putting a CAT muscle to work
00:00To take a look at the collision detection functionality available in a CAT Muscle,
00:05our Start scene has a muscle strand set up with some familiar animation applied to it.
00:11We also, of course, have a CAT Muscle set up and ready to work with.
00:16If I scrub the Time slider, you can see that we have animated one of the anchor points
00:20on our strand, which is giving those a nice bulge effect due to the Strand's Squashing
00:24and Stretch option being enabled.
00:27What we want to do is use the motion of the strand to create a collision effect on our CAT Muscle.
00:34Let's select our muscle and come over to the Modify tab and just scroll down in the Limbs
00:40rollout to our Collision Detection controls.
00:43To add a Collision object, we need to click the Add button and then select the desired object in the scene.
00:50In this instance, of course, we want to choose the muscle strand.
00:54The Strand is added to the Collision List, and if I scrub the Time slider, you can see
00:59that we have some effects on our muscle.
01:02Of course, we are not getting anything tremendously usable at this moment in time.
01:07Lacking the density needed, our muscle simply cannot deform in an accurate manner.
01:13To fix this with the muscle still selected, let's come to the top of our rollout and adjust
01:18the U and V Segments.
01:21I will set both to a value of 10 and then press Enter.
01:26Of course, if you are using your own scene, you will need to find a value that works for you.
01:32If we scrub the Time slider again, you can see our CAT Muscle now conforms much more
01:37closely to the Collision object.
01:41Don't be alarmed that its surface looks a little segmented at this moment in time.
01:46By default, the Muscle Type is set to Bones.
01:50This means the CAT Muscle is made up of separate Bone objects that can be skinned to a mesh
01:56via the Skin Modifier.
01:58In our case, we want to switch this option over to Mesh.
02:02We now get a clear view of how this would look when deforming a mesh object.
02:08As a side note, when using this Mesh option, we would need to use a Skin Wrap rather than
02:13the sounded Skin Modifier.
02:16As well as using Collision objects to create bulges in a mesh, we can also employ them to add depressions.
02:22To demonstrate, we first need to unhide our Collision object.
02:26So, let's open up our 3ds Max Layer Manager and make our Sphere layer visible.
02:31Whilst I'm here, I will hide the muscle strand as we finished working with it.
02:37To use our Sphere, the first thing we need to do is come to the Collision Detection controls yet again,
02:43click the Add button, and this time choose our Sphere.
02:47It looks like we are getting some strange behavior from our muscle.
02:52This is because at the moment our muscle is assuming the sphere has been pushed up and through it.
02:58What we need to do is invert the Collision object's behavior.
03:02To do this, we will select the Sphere in our list, and scrolling down, we will choose the Invert option.
03:09If we select or move our sphere down, you can see that our geometry is pushing our CAT Muscle
03:14end and causing a depression.
03:17The CAT Muscle can be extremely useful for simulating forces or objects that affect
03:22a character's skin, clothing or indeed any paths of the mesh.
03:27When combined with muscle strands and attach to a rig, we add a level of believability
03:32to an animated character's skin deformation that would be both complex and time-consuming to set up manually.
03:39
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5. Animation Layers Explained
Understanding the Setup and Animation modes
00:00We have already seen a number of times that by default in CAT, whenever we move a bone
00:05we get a change in bone length.
00:08This behavior occurs because we are always placed in Setup mode once we have created a CAT parent.
00:15This mode exists so that we can set up our rig, moving and editing bones to fit the mesh before
00:21we start to animate.
00:23Once we are ready to animate, we would then need to switch the system over to Animation
00:28mode where we are able to make use of CAT's IK/ FK functions and its powerful animation layers.
00:36How do we access the Animation mode of CAT?
00:39With the bone on our rig selected, we want to come over to the Motion tab, which is where
00:44all of CAT's animation controls reside.
00:48We want to come to the Layer Manager rollout and take a look at the big red button.
00:54It is this that puts us in Animation mode.
00:57In order to enter Animation mode, we will need an Animation layer applied as we have here.
01:03As we'll be covering Animation layers in depth throughout this chapter, there is no need
01:07to worry about how to add one just yet.
01:10Once our mode Toggle is pressed, you will notice it turns green, indicating that we are
01:17ready to start animating.
01:19This might take a bit of getting used to if you are used to animating with Max as it uses
01:24red to indicate that Auto Key mode is enabled.
01:29Because of this, it is good practice to always check this toggle's color before we begin
01:34manipulating our CAT rig.
01:37Turning Animation mode on will change how our rig behaves in connection with bone translation in the scene.
01:45Let's take a look at just how things change by first of all making sure we have the Move
01:49tool enabled by pressing the W key.
01:52And then we'll going to select the wrist bone, and if we translate it in our scene, what we
01:58see is that we no longer change the size of our bones as we drag.
02:03Instead, CAT's IK systems are being used to drive the motion of our arm.
02:09Because of this, we are able to easily pose our characters for animation.
02:13However, we do need to be careful whenever we are rotating rig bones, as there really
02:20is no obvious difference in behavior between Setup and Animation modes.
02:25So, it is best practice to double check that the mode Toggle is set to the desired state
02:32before we work with our rig.
02:35If we find we need to make some changes in the setup of our rig, we can of course simply
02:40click the Toggle button again to re-enter Setup mode and then make any necessary adjustments.
02:47In connection to both modes, if we come over to the Hierarchy tab and then click the Link
02:53Info button and come down to our Bone Hierarchy rollout, you will see that we have quite a
02:59number of options that can be used to alter how different controls in both Setup and Animation Modes will behave.
03:07Understanding the difference between CAT's Animation and Setup modes is a key concept
03:13that we will need to keep in mind anytime we are working with CAT.
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Exploring the Absolute layer
00:00Animation layers are the containers for all animation keyframes we may place on our rigs.
00:06They are very powerful versatile set of controls that allow us to store, layer up, and even
00:13blend multiple animations together.
00:16The simple truth is that without an animation layer applied in CAT, we have no way of creating animation.
00:23Let's take a look at the first Animation layer type that we will consider, which is the Absolute layer.
00:30Selecting our rig and going over to the Motion panel,
00:33let's come down to the Layer Manager rollout.
00:36And you can see we already have an animation layer applied.
00:40As we are already in Animation mode--denoted by the Green Toggle button--we can come and
00:46scrub the Time slider and see that we already have some motion applied to our rig.
00:53Animation layers are created by coming to the Add Layer button,
00:57clicking and holding down the left-mouse button, and selecting the layer that we want to work with.
01:03While we're here, let's apply an Absolute layer.
01:06As you can see, now if we scrub the Timeline again, an Absolute layer supersedes any previous layer's animation.
01:15In other words, with two Animation layers in the stack, only the second are top layer has any visible effect.
01:23As we have no animation on this new layer, nothing really is happening in the viewport.
01:30Unlike Photoshop's layer stack, or even Max's own Modifier Stock, CAT Animation layers
01:36are not calculated from the bottom of the list to the top,
01:40but rather from the top down.
01:42This means the second layer in our list is now in reality the top layer.
01:48Let's turn on Auto Key and add some extra animation to our newly-created layer.
01:53A simple rotation applied to each arm bone should do nicely.
01:57I will scrub the Time slider to around about frame 30 and then switch to my Rotate tool using E key.
02:05And I'm just going to rotate the upper arm bone of each limb, like so.
02:10Once in position, I'm just going to come down and make sure I turn off Auto Key.
02:17Now of course, when we scrub our Time slider, all we see is our newly-applied rotation motion.
02:25It is important to note at this point that we have not overwritten the animation that
02:30was already applied to our rig. We have simply layered another animation on top of it.
02:36If we were to delete this layer or disable it by simply coming back to our Layer Manager
02:41and then double-clicking on our Absolute layer, you will see that we get our previous animation back.
02:49The Absolute layer type is the canvas on which we paint our animation with CAT.
02:54It is a basic Animation layer that has no unique or special properties but that has
02:59been designed to be the default or standard Animation layer in CAT.
03:04In our next video, we will consider two layer types that do have some unique aspects to them.
03:09These are the Relative Local and Relative World Animation layers.
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Explaining adjustment layers
00:00Relative Local and Relative World are additive Adjustment layers for animation.
00:06With them we can alter the pose or motion of any animated character while still retaining
00:12any animation or motion that has already been applied.
00:16There is, however, a significant difference between Relative Local and Relative World
00:20that we need to illustrate.
00:22To do that, we have now a start scene, a base human rig with a very simple rotation animation
00:28applied to the left foot.
00:30If we select our foot platform and come up to the Motion tab--
00:34I'm just going to right-click and come down to the Layer Manager rollout--
00:38as you can see, we're in Animation mode, so let's apply a Relative Local layer.
00:43As this is an Adjustment layer, we should be able to move our character's foot while still
00:49rotating our original animation.
00:52Let's press the W key to enable our Move tool and place our foot platform on top of the box.
00:59As you can see, applying a Move Transform works as expected. Our pose has been altered.
01:05When we play the animation, however, we can see a potential problem with how the Relative Local layer works.
01:12It calculates the rotational pivot from the layer on which the original animation was created.
01:20This may be just what we want or need.
01:23If, though, this is not the desired behavior, we might instead want to look at using the
01:28Relative World Adjustment layer.
01:30To do this, let's first double-click our Relative Local layer to disable it.
01:35Now, we can click the Add layer button again, and this time add a Relative World layer.
01:41With our Move tool still active, let's place our foot platform back on top of the box.
01:46If we play the animation again, you can see the rotation is now taking place around the
01:52foot's current pivot point as determined by CAT's foot pivot system and its current position in world space.
02:00This of course gives us much more predictable behavior from our rotations.
02:05Which of these Adjustment layer types we use in our animations will clearly depend upon
02:10the type of rotation transforms we need to apply.
02:13Ultimately, though, both of these layer types provide animators with extremely powerful
02:18options for building, altering, and shaping their animations.
02:23
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Exploring the CATMotion layer
00:00The CAT Motion layer is use to apply procedurally generated motion to a CAT rig.
00:06This oftentimes is used to quickly test out the skinning work done on a character as a
00:11way of getting up and running quickly with a character's walk or run cycle.
00:16We can even use it for final animation once we've edited it using the CAT's Motion editor.
00:22Let's take a look at how we apply at how we apply CAT Motion to our rig by selecting a
00:26bone and coming up to the Motion tab.
00:30Then we can right-click and choose our Layer Manager rollout.
00:34Once there, we will come down and click and hold on our Add layer button, come all the
00:38way down to the bottom and release our mouse to add a CAT Motion layer.
00:43By default this layer will add a basic procedural walk to our CAT rig.
00:48We can view this motion by enabling Animation mode and then pressing play in 3ds Max's animation controls.
00:55Here of course, we have applied the motion to a standard bipedal character,
01:00but we could just as easily have used a horse, spider, or centipede rig,
01:05and our CAT Motion layer could still be applied.
01:09Directing our attention back to the Animation layer stack, you'll notice that with a CAT
01:14Motion layer we now get a new button that gives us access to a our CAT Motion editor.
01:21This gives us the ability to control and refine the procedural motion we have added to our rig.
01:27If I just double-click the two legs option and then double-click a Procedural Motion,
01:31we get a new dialog box.
01:34This asks if we want to load our motion into a new layer. I'll load it into an existing
01:39layer or replace the motion we already have applied.
01:43I'm going to choose Load Into New Layer and then click Load.
01:48As you can see, we have another entry in our current layer's list.
01:53This stack works in the same layer as CAT's Animation Layer Manager and is calculated from the top down.
02:00As you can see, we can even use the Weight tool to blend multiple motions together.
02:06Being able to layer up multiple motions gives us the ability to experiment with and create
02:11unique motions within a single CAT Motion layer.
02:15We can also, of course, in the Layer Manager rollout, add Adjustment layers on top of our
02:21CAT Motion to refine and to change it.
02:24We can even stack all the CAT Motion Layers and then weight them according to our needs.
02:31Having a powerful Procedural Motion Generator available to us, once again, opens up a number
02:36of options and possibilities when working with CAT.
02:39Of course, applying a CAT Motion layer is only the start of proceedings.
02:43This is why in Chapter 7 we will be focusing exclusively on using the CAT Motion editor.
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6. The Animation Workflow
Working with the hand and foot hubs
00:00Hands and feet are possibly the most dexterous part of a character.
00:05This means that it can be quite difficult to animate and make believable.
00:09Thankfully, CAT has a special Hand and Foot Hub that gives us digit controls designed
00:13specifically for this task.
00:16Keep in mind as we work through this chapter that the spinners and sliders inside CAT's
00:20control options can all be keyframe animated using either 3ds Max's Set key or Auto key modes.
00:27With this in mind, let's take a look at CAT's Digit Controls.
00:32Selecting our Hand Hub, we will come over to the Motion tab, and coming down to our Layer
00:37Manager rollout, we'll just make sure we are in Animation mode.
00:41Let's right-click a blank area of our rollout and then select Digit Manager from the list.
00:47This rollout contains a number of controls that can help us animate digits on a CAT rig.
00:53The first section provides a list of preset hand positions.
00:58To work with these, we first of all need to select the desired pose, and then we can use
01:03the Weight spinner to progressively apply the pose to our selected Hand Hub.
01:08If preferred, we could just double-click the pose to instantly apply it at 100%.
01:15We can also create quick blends between presets if we want to.
01:19For example, if I select a preset and then adjust its weights ever so slightly and then
01:26select another preset and adjust its weight, you can see the final result is a new combination pose.
01:33After our modifications, any unique digit pose we create can naturally be saved and then
01:38reused using the Save Pose option.
01:41We can even remove poses from the list using the Delete Clip button.
01:46A word of caution, removing a clip in this fashion will delete it from your 3ds Max application data files.
01:53And actually, we can tweak the poses or indeed any pose we create using the Digit Modifier controls.
02:02We can demonstrate this by selecting a pose in the list, and then selecting a digit that we want to modify,
02:10then using the controls, we can create something that may work a little better for our needs.
02:17These same controls can also be used to create brand-new digit poses from scratch.
02:23To get our digits back to their default position, I'm going to right-click and come back to
02:27our Layer Manager and delete our Absolute Animation layer.
02:32Then I'm going to apply a new Absolute layer and come back into Animation mode.
02:38Because this step is not generally one we would want to take, we may want to save a
02:43new default digit pose before we begin to work with our controls.
02:48To do this, let's again just right-click and come back to our Digit Manager rollout, and
02:54before we make any modifications, let's click the Save Pose Icon.
02:59Once the Save As box appears, we can use the name Default and then just click Save.
03:05You will now notice our newly saved pose appears in our Preset Poses list.
03:11Now I can use the Individual Digit Modifier controls and create a new pose for myself.
03:18Not only can we adjust single digits as I have done, but we can select multiple entries
03:23in the list, and as we adjust any of the spinners, the modification is applied to all the selected digits.
03:31Remember, these controls are not just for the hand hub but are also available for any
03:37ankle bones that our character may have.
03:41Without a doubt, the fiddly nature of digits on a rig can make them somewhat frustrating
03:46and tedious to work with.
03:48Having ready-to-use controls such as those found in CAT's Digit Manager rollout can go
03:53a long way towards making digit animation a little less tedious, maybe even a more enjoyable experience.
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Exploring the foot pivot system
00:00We have already mentioned that having the ability to set the rotation point for a limb--
00:05in other words its pivot point--is a critical piece of animation functionality.
00:10In this respect, feet present a very unique challenge.
00:15The foot of a bipedal character can quite literally pivot from pretty much any part
00:19of it's surface area.
00:22This means if we are going to produce as wide a range of motion as possible, we really need
00:27the ability to place CAT's foot platform pivots in any location we choose.
00:32Happily, this is exactly what we can do using CAT's foot pivot system.
00:38To see how this works, we will need an Animation layer applied to our rig, just as we currently do.
00:44We will also need to have Animation mode active and the foot platform selected.
00:51Before we start to make any adjustments, let's press the E key to enable our Rotate tool,
00:56and then just come into the viewport.
00:58And if we rotate our foot platform, we want to just take note of how it is behaving.
01:05The foot platform uses the foot pivot to determine the point from which rotation will take place.
01:11By default, as we've just demonstrated, we will find the pivot point placed in the center
01:16of the platform which isn't really a tremendously useful location for bipedal motion.
01:22For instance, when we are walking--or more specifically--when we are planting our foot
01:28during a step, a foot will make use of two, sometimes three points of rotation.
01:35The initial contact point is the heel, or rear of the foot.
01:39Then as the foot rolls forward, the rotation point shifts to the ball of the foot, and finally,
01:45some people find themselves rolling up and off the toe joints.
01:49For demonstration purposes, we will look at placing the pivot at the toes.
01:54But the steps we take can be used to place the pivot in any location we need.
02:00With the foot platform selected, we need to come up to the top of the Motion panel.
02:05If your Sub Object selection button is grayed out as mine is, you may just need to reselect
02:10the foot platform in order to refresh Max's UI.
02:14Once we have done this, we can click and enable the Sub Object selection button.
02:19With it pressed, you will notice that the dropdown list directly to the right tells us that we
02:24are manipulating the Pivot Controls.
02:27Let's come to our viewport and just move the pivot to the front of our foot.
02:32You can see the position of our foot pivot as denoted by the blue point helper.
02:38So I don't accidentally adjust the pivot's position again, I'm just going to come up
02:43and turn off Sub-Object selection.
02:45Now, when we press the E key and rotate the foot platform, you will notice it rotates
02:52around the repositioned pivot point.
02:55The brilliant thing here is that we can even animate the pivot's position, so as to make
03:00use of as many locations as necessary.
03:04Generally speaking, you would probably want to animate with step keyframes to avoid any
03:08kind of interpolation between pivot positions.
03:12Due to the complex motion required for a character's foot rig, working with a fixed pivot point will generally be unacceptable.
03:21This would severely limit the animator as they will now have only a very limited range
03:25of motions available to use.
03:29The fact that CAT gives us the ability to both change and animate the change of the
03:34foot pivot places a more powerful and wide ranging set of options at the animators disposal.
03:41
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Exploring the CAT display inside track view
00:00One potential difficulty during the animation process is the availability of too much visual information.
00:08Because of this, any sort of filtering tool that allows us to focus on the specific elements
00:14or bones we are currently animating will always be welcome.
00:18For instance, when refining animation, we may find ourselves spending a lot of time inside 3ds Max's Track view.
00:26To filter the amount of information displayed here, we might want to make use of CAT's Track Display options.
00:34You can access the Track Display Settings by selecting a CATParent in the scene and
00:38then coming over to the Modify panel.
00:42Inside the CATRig Parameters rollout, you will see we have a number of options that help
00:46us simplify the animation data being displayed inside Track view.
00:52It is also good to note that these filters will affect the keyframes displayed on the
00:56timeline at the bottom of the Max UI.
01:00If we jump over to the Motion tab, you can see we have two animation layers applied to
01:05our rig, each with a different motion.
01:09We just need you to take note that our currently active or selected layer is named CAT walk.
01:16But it is the CAT Run layer that is contributing 100% of the motion on our rig.
01:23Back in the Modify tab, you will notice that by default our Track Display option is active layer.
01:31Let's select our thigh bone and take a look in the Track view.
01:35We need to dig down a little until we see the LayerTrans section which has our two animation layers listed.
01:42As our Track Display options are set to active layer, the only CAT elements we can work with
01:49are the editable tracks and keyframes for the CAT walk layer.
01:53Remember, this is the active animation layer.
01:57If we look at our CAT Run track, because this is not the active layer, we are not able to
02:02view or edit any of its parameters.
02:06Obviously, if we have multiple layers of animation applied to a rig and only need to focus on
02:11a single layer, the active layer option can be very helpful.
02:16However, the problem here is that we are only able to access under the keys on a layer that
02:22isn't currently contributing anything to the motion on our rig.
02:26Remember, this is all coming from the CAT Run layer.
02:31To get past this, let's once again select our CATParent and in the Modify panel, let's switch
02:37over to viewing only the Contributing Layers.
02:41With this enabled, we are now seeing only the layers that are currently contributing to
02:45the animation of the selected bone or bones in the rig.
02:50If we again select our thigh, every parameter we can now edit is relevant to the motion of this bone.
02:58This of course means we won't waste time editing parameters that are not relevant.
03:04Finally, let's reselect our CATParent and choose the All Layers option.
03:10If we reselect our bone, you can see that we get quite a jump in the amount of data
03:15displayed and accessible in the dope sheet.
03:19In fact, looking down at our Timeline we also see a big increase in the amount of keyframes displayed here.
03:27This is because this option--as you would expect--displays every layer of animation applied
03:32to our rig, whether it is contributing to the current bone's motion or not.
03:38Although not really filtering anything for us as such, the All Layers option can sometimes
03:43be useful if we just need a global view of our animation setup.
03:49Being able to either filter out or focus on specific and editable animation data in either
03:55the dope sheet or curve edited versions of track view can go a long way to what's helping
04:00to speed up the animation editing and refinement process.
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Using the IK/FK system
00:00In our start scene, we have a character that has some basic translation keyframes applied to the pelvis.
00:08The obvious problem we have created here is that the hands of our rig pass through the table object.
00:14This is a typical animation problem that we can fix using the tools found in the CAT Limb Animation rollout.
00:22Let's select the bone in our limb and come up to the Motion tab.
00:27By default, the arm in CAT has no IK Target, so the first thing we need to do is use the
00:34Create IKTarget button to get one.
00:37Once we click this, we create a special point helper in the scene.
00:42Depending on your rig setup, you may or may not initially see where this is being created.
00:48This is not a problem as we can now use the Select IK target button.
00:53This--as its name suggests--selects the IK target for the selected palm or ankle bone.
01:00If I press W to select the Move tool, you can see clearly where our target has been created.
01:07With the IK target selected, you will notice the name of this button switches to Select Limb End.
01:14Pressing this button again selects the hub that the IK target is linked to. In our case,
01:19this is the palm bone.
01:22Just as a side note here, the IK target for a leg is the foot platform.
01:27This of course is automatically created when we create a preset rig or add a leg to a CAT hub.
01:34I'm just going to come back and reselect my palm bone, because the next operation we want
01:39to perform is moving the IK target to our palm. We also have a button that will do just that.
01:47Now it is genuinely a good idea to use this command before we begin working with the IK system.
01:54Now we can use the IK/FK slider to fix our hand problem.
02:00This slider blends between inverse and forward kinematic systems that can be used to animate limbs in CAT.
02:07Zero means we are using full IK, whilst the value of 1 uses full FK.
02:13To show how this works, let's come to frame 20.
02:17You can see the IK target is left behind, sitting at the position we need for our hand.
02:23So, let's slide the IK/FK value to zero, and you will see our hand moves to the IK target
02:30and is now planted on the table as we would want.
02:33Let's just scrub the Time slider to see this in action.
02:38When we are working in full IK mode, if we put a check in the Display FK Limb in IK option,
02:45in the viewport if I just scrub the Time slider to refresh, we get a ghost or Y-Frame representation
02:52of the FK position of our limb.
02:55This is a great way to quickly see where the limb would blend to once we start to move
03:00the slider away from a value of zero.
03:03You may want to explore using the retargeting slider at this point.
03:09This can give us some subtle differences regarding the motion we will get from our rig when IK is enabled.
03:16With the slider set to zero, retargeting is off and a value of 1 means retargeting is fully on.
03:23To see how this affects our current animation, let's scrub the Time slider and just keep
03:27an eye on our top viewport.
03:30We will see that by default the solve that we get from the IK system causes the limb
03:35to bend at the elbow.
03:38At this moment in time, the IK chain ends at the top of the arm.
03:43This means the position of the hub or ribcage is not altered.
03:48If we set retargeting to a value of 1 and scrub our Time slider, we now see that the
03:54IK solution is trying to maintain the basic shape of our arm by allowing the associated
04:00ribcage to be dynamically repositioned.
04:04There is no doubt at all that CAT's ability to switch or blend between IK/FK systems on
04:09the same limb offers animators creative options and flexibility regarding the types of motions that they can create.
04:20
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7. Working with Motion
Exploring the CATMotion Editor
00:00We have already had a brief introduction to the CAT Motion editor in our Layers chapter.
00:06Now though, it is time to go back and take a more in depth look at the controls available
00:11and how we can use them.
00:13Over the course of this chapter, we will use the CME or CAT Motion editor to edit and refine
00:19a CAT Motion that we will apply to our quadruped rig.
00:23First, though, we want to spend some time in this video familiarizing ourselves with the CME's interface.
00:31Firstly, we need to select a bone on our rig so that we can come up to the Motion tab and
00:36come down to the Layer Manager rollout.
00:40As you can see, we have already applied a CATMotion layer to our rig, so we just need
00:44to come down and click the CATMotion editor button, and as you can see, this opens the editor window.
00:52On the left-hand side of the window, we have a list with entries for every editable aspect
00:56of the motion applied to our CAT rig.
01:00The first three options, CATMotion Presets, Globals, and LimbPhases are generic and can
01:06be found in the CATMotion editor, no matter what rig or rig type we are currently working with.
01:12On the right-hand side we find controls and editable parameters for whatever entry we
01:17have selected in the list.
01:20If we come down and take a look at our pelvis, as an example, you can see we now have access
01:26to a series of controllers or options, each of which handles a particular aspect of motion
01:33for the limbs attached to this particular hub.
01:36Each option has its own spline control with a number of parameters that we can edit and adjust.
01:44We also have a number of button functions such as the ability to Toggle Independent
01:49Leg Settings, Copy and Paste, Reset our Spline, and also Zoom Extents.
01:55Obviously, we will be able to observe how these work as we refine our CAT Motion over the next few videos.
02:03The sheer scale of parameters that we can combine and manipulate in the CME means we
02:09can easily explore a wide range of possibilities so as to create a unique piece of procedurally-generated animation.
02:17As we are now at least a little familiar with the layout of the CME, let's set about using
02:23these controls to start adding a little bit of character to our existing CAT Motion.
02:28
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Customizing motion
00:00The procedural motion CAT applies to our rig will never be tailored to our character and
00:05will most likely need some adjustment before we are happy with it.
00:09It is good to know then that every aspect of our character's motion is completely editable.
00:15If we select a bone in our character's rig and come to the Motion tab, you will notice
00:19that we are already in Animation mode.
00:23So, let's press Play on our standard 3ds Max animation controls and examine our motion.
00:30We are looking for aspects of the motion that we may be unhappy with or that we feel need
00:34a little more character or personality adding.
00:38Hopefully you will agree that there appears to be a few problems with the motion on the
00:42four limbs of our creature.
00:44This is where we will focus our efforts in this video.
00:49One nice feature we could take advantage of would be the fact that we can leave our animation
00:53playing as we edit inside the CATMotion editor.
00:57However, as this can potentially be very distracting for viewers trying to focus on training, I'm
01:02going to stop playback and make my edits at frame zero.
01:07Having examined our character's motion, we have noted that our front limbs need a bit of work.
01:13Really, our rib cage is sitting a little high, and this is causing the front legs to pull
01:17away from the ground, causing them to look a little stiff and awkward.
01:22To fix this, let's delve down into our RibCage_ Group and select the OffsetPosition controller.
01:28I'm going to set the X value to -3, but if I just drag down on the spinner,
01:34around about to -15, you can see that we could drastically alter the look of
01:39our motion if we wanted to.
01:42As stated, though, I'm just going to set this to -3.
01:46If we press Play once more, we can see how this change has altered our character's motion.
01:51I'm just going to stop the playback and go to frame zero.
01:56I would also like to slow our walk down just a touch as the pace seems a little hurried.
02:02To do this, I'm going to come up to the Globals section in my list, and firstly, I want to adjust the Max Step Time.
02:11So, let's highlight this value, and I'm going to set it to 50 and press Enter.
02:16This increases the amount of time it takes our character to complete a step.
02:22Then I want to bring my Stride Length down a little.
02:25As it seems our limb is having to stretch quite a bit to reach its target at this moment
02:30in time, so let's set this value to 120 and again press Enter.
02:36If we press Play, you can see we have slowed down our character's motion, and also our rig
02:40isn't having to stretch its limbs quite as far.
02:44Another adjustment I want to make is to get our creature's foot to have a little more
02:48pitch or roll up as it takes each step.
02:53Inside our RibCage_Group, let's expand the Legs section and then scroll down to our FootPlatform
02:59group and expand it also.
03:02Here, I can select the Pitch option and adjust its Scale to 240.
03:09One thing you will note here is that our Scale value has reset to 100.
03:14Now this doesn't affect the edits made to the curve. They remain in place, but obviously
03:19this could be a little confusing to us on first use.
03:24If we want to reset the curve, putting it back to its default state, we could use the Reset button.
03:31Let's just copy these Pitch settings, and then scrolling up, let's close our RibCage_Group
03:37and expand our Pelvis group.
03:39We'll expand Legs and then FootPlatform and scroll down to the Pitch controller on our hind legs.
03:47With this Pitch controller selected, we can paste our settings.
03:51Now we can be assured that the paws or feet of our creature will all behave in the same manner.
03:58If you just keep an eye on the paws of our creature as I scrub the Time slider, you will
04:02notice that now we have a little bit more rotation.
04:06We have only altered a few of our CATMotion parameters, we could of course spend quite
04:11a bit of time tweaking and altering our motion.
04:15We may--once we have edited the CATMotion into a form we are satisfied with--want to save it to disk.
04:21To do this, we would scroll to the top of our list and come into the CATMotion Presets and
04:26choose the Save CATMotion Preset button.
04:29We may be skeptical about a procedure motion generator's ability to give us a level of
04:34quality in our motion that we could be satisfied with,
04:38but given the fact that we can adjust every aspect of the motion generated by CAT, it
04:43isn't hard to see how we can edit it into something that may be extremely usable.
04:50
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Directing motion
00:00Using CATMotion, we have quickly and easily added animation to our creature rig.
00:06At this moment in time, however, our character is simply walking on the spot.
00:11In some pipelines, this may be the desired end result.
00:15In many situations, however, we may need to have our character's motion cover ground as
00:20it were and carry it through the environment. With CAT we can quickly create this behavior.
00:27First, we need to select a bone on our rig and open the CATMotion editor.
00:31Now I'm just going to move this off to one side so I can see the rig in my viewport.
00:37And then we want to make sure we're in the Globals section.
00:41In here, we can come to the Walk mode section and click the Walk On Line option.
00:48Now if we come down to our controls and press Play, our CAT rig starts to travel through the scene.
00:55Because we are working here with procedurally- generated motion, and because the system has a Stride
01:00Length option associated with it, you will notice we have no issue with any of our feet sliding.
01:07Although this is a step forward as it were, we will at times need something much more
01:13than to have our character travel in straight lines.
01:16In fact, we may need the ability to actually direct the motion of our character at least to some extent.
01:24To do this, we are going to make use of our pre-made spline.
01:28The first thing we need is a controllable node, something we can use standard Max animation tools with.
01:35In this instance, we will create a Standard Max Point helper.
01:39So to do this, let's come into our Creator and into our Helper section and then click Point.
01:45We will then click somewhere near our spline in the viewport to create the Helper, but
01:51its location is not that important, as we will change it later.
01:56Coming back to the Globals settings, you will notice that we have the ability to bind
02:01our rig to a Path Node.
02:03In this instance, we will use the Point helper we have just created.
02:07Let's click the Path Node button and then click our Helper.
02:11Then our rig immediately snaps to our Point helper's position.
02:15We will obviously need to make sure we have it selected and rotate the Helper so as to
02:19orient our rig correctly.
02:21I'm going to press E to enable my Rotate tool and then A to turn on Angle Snap.
02:26I'm just going to rotate this -90 degrees and then another 90 to get it to face the correct way.
02:34As any transforms applied to the Point helper will now affect our rig, we can bind it to
02:39our spline and animate it along the path, taking our rig along for the ride.
02:45Before doing this, however, we will want to make certain that our time configuration settings
02:50are sufficient for our needs.
02:52If we have to alter these after setting up the path animation, we will need to alter
02:57not only 3ds Max's settings, but also the CAT-specific ones found in the CMA.
03:04To continue, then, with the Point helper still selected, we can come up to our Animation
03:09menu and choose Constraints > Path Constraint and then click to select the spline to constrain our helper to it.
03:18Playing back our motion, we will see a very obvious problem.
03:22Our Point helper is merely moving along the spline and not turning with or following the curves.
03:28Let's just stop the playback and rewind to frame zero.
03:33To change that behavior, we are going to make sure our Point helper is still selected,
03:37and in the Motion panel, we're just going to close up a couple of the rollouts until
03:41we come to the Path Parameters rollout, and we want to come down and put a check in the Follow option.
03:49You will instantly see the CATMotion footsteps change direction and follow the curves of the path.
03:55But as you can see, our character is now walking backwards.
03:59Now you may or may not run into this problem, depending on the order of steps taken to attach
04:04the rig to the Point helper and then the Point helper to the spline,
04:08but I have deliberately created this situation so we can look quickly at how to fix it, should
04:13we run into the problem.
04:15We simply need to scroll down a little and choose the Flip option in the Axis controls
04:20to get our rig facing the correct way.
04:24If I just press Play again, though, as our rig travels along the spline, you will notice,
04:29as it goes around the curves, that it is trying to keep its initial shape.
04:34This gives the appearance that our rig is sliding around the curves as it is trying to remain rigid.
04:41To make our rig bend to fit the curves on our spline, in the CATMotion editor, making
04:46sure we're in the Globals section, we're just going to lower the Preserve Character Shape
04:52value down to zero. Let's just press Play one last time.
04:57As you can see, our character now turns into our bends with the curves.
05:04Although there may be times when creating on-the-spot animation is what we want to accomplish, we
05:09will, at other times, want our character to travel through a scene.
05:13Now as you can see, by just using a few simple options made available in the CATMotion editor
05:18and some basic 3ds Max animation functionality, we can accomplish this in no time at all.
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Grounding motion
00:00At this point, we have made great strides in getting our character moving through the environment.
00:07What we have at this moment in time only allows for our character to walk on a completely even surface.
00:14What if our character needed to navigate something like the steps in our start scene?
00:19We could try adjusting points on our spline, moving them around to match the uneven surface.
00:26I'm just going to press Ctrl+Z to undo that operation--or because we can actually manipulate
00:32the footprints in the scene, we could go and place each one by hand, aligning them with the stair geometry.
00:40I'm just going to right- click to cancel the operation.
00:44Both methods would be rather time-consuming.
00:47CAT, however, gives us a much simpler method for grounding our character's motion.
00:52Let's once again select a bone in our rig and open up the CATMotion editor.
00:58This time, rather than working in the Globals section, we want to come into LimbPhases.
01:04Here, we can tell CAT that we want our FootPrints to follow a selected piece of geometry in the scene.
01:12To do this, we'll come over and click the Pick Ground button and then pick the geometry
01:16that we want our FootPrints to align to. In our case, we've selected the stair geometry.
01:23If we just dismiss the dialog and scrub our Time slider, our rig now travels through
01:30the scene in a more convincing manner, although maybe one or two footprints could do with
01:35being placed in better positions.
01:37For instance, if we just scrub to around about frame 48, you will notice that we have
01:44some problems with limbs passing through our stair geometry.
01:49I'm just going to go back a couple of frames, so I can better select our footprints.
01:56Now using the Move tool, I'm going to alter their position.
02:01If we scrub our Time slider now, you can see our CATMotion has updated to follow the
02:05new position of the footprint objects.
02:08Obviously, the end result is not perfect, but the speed with which we have reached this
02:14point means we can now spend our time fine tuning the position of the footprints in the scene.
02:20We can, of course--coming back to our CATMotion editor-- still use any of the controls to adjust our motion.
02:28Although one important note to remember is any changes made in the CATMotion Presets,
02:33Globals, or LimbPhases sections, will require us to re-pick our ground, so as to update
02:39the footprints in our scene.
02:42We may even want to add additional CAT animation layers to help augment the motion or make it more believable.
02:50
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8. Putting It All Together
Building a rig: The lower body
00:00As we have spent quite a bit of time, up to this point, looking at the multitude of tools
00:05and options available in CAT, we thought it would be useful to conclude with the chapter
00:09that walks us through the process of applying much of what we have learned.
00:13We will make a start by building a custom rig for our concept mesh, and then in subsequent
00:18videos we will add secondary bones to help with animation and skinning, add a quick skinning
00:23pass, and then finally create a motion stress test to see how the rig and skinning are working together.
00:28To get started, we will first of all need to create a CATParent at the world origin.
00:35Coming to our Helper section, we will drop down the list and choose CAT Objects and then
00:41click the CATParent option.
00:44Let's click and drag in our viewport, and then I will right-click to end the creation
00:49process and press the W key to enable the Move tool.
00:54I then will right-click our spinners to place the Helper at world origin.
00:58This is not an essential step, but for me, working at the world origin has become what
01:03I consider to be a good habit for a number of reasons, not least of which is the fact
01:08that 3ds Max's distance and size calculations are much more accurate when you are close to the origin.
01:15Next, coming into the Modified tab, we want to make certain that we stay organized as we work.
01:21So I'm just going to rename the CATParent once again to OurRig with an underscore at the end.
01:28Scrolling to the bottom of the rollout, we will add a pelvis.
01:32Obviously, we want to name it accordingly, so I will select the hub and then rename this to Pelvis_.
01:39While we are here, we might as well alter its color.
01:45Clicking the Color Swatch, I'm going to edit the RGB values to 198, 225, and 87 and then click OK.
01:55Just to make the positioning process easier, I'm going to switch over the reference coordinate
01:59system to Local and then do the same for the Rotate tool and finally the Scale tool.
02:07It is probably a good idea to adjust the size of the pelvis also, as the skin modifier we
02:13will later add creates these envelopes--or areas of influence--based on the size of the initial bone.
02:20Although our character's anatomy isn't entirely realistic, I still want to adhere to the basic
02:25structure of a humanized skeleton.
02:27So I will adjust the rotation slightly to better fit our mesh and finally move the hub
02:33to sit in the pelvis area and finish adjusting its size.
02:39Panning down to our character's legs in the viewport, we will then come over to the Modify
02:43panel and click the Add Leg button.
02:48Let's select our Ankle bone and adjust its Length parameter, and also we will adjust
02:54the placement of its pivot.
02:57Depending on how you want your ankle rotations to work, you may want to position your pivot
03:00in a different location.
03:03Of course, we want to alter the scale of this bone to better fill our character mesh.
03:08So coming over to the Modify panel, I will first of all adjust the Height spinner and
03:13then adjust the Width spinner until I am happy with the scale of our Ankle bone.
03:18Once in position, let's set the Number of Digits to 1 and again adjust each bone to
03:24match our character mesh.
03:26I'm going to move them up slightly and then scale them down.
03:32As our character is wearing some farmer footwear, anything more than one digit would add unnecessary complexity.
03:38Again, thinking about where we want our joints to rotate from, let's adjust our knee's pivot point.
03:45Now we could place this at the front or the back of the knee depending on the kind of
03:49rotation we want from our Limb.
03:51For our Leg, making adjustments in the front view can be crucial.
03:56This is because the limb may not drop in a straight line down to the floor.
04:00For this reason, let's adjust our leg bones in a little, starting with the thigh, then
04:07the knee, and finally our ankle bone.
04:11Before moving on, we will want to adjust the size of our thigh bone so as to fill the volume of the mesh.
04:18Scrolling down to the Bone Setup rollout, I will increase the Width and Depth parameters.
04:24In the left on Perspective views, you can see that I have kept my leg bent slightly at the knee.
04:29Now this is oftentimes referred to as the preferred angle.
04:33This just helps the application understand how the joint should solve when moving it using the IK system.
04:41Let's just rename the Limb, adding an underscore at the end, making it easy to find if we need
04:46to search for it in the scene.
04:49Once we are happy with everything, we can select the pelvis hub once again and click
04:53the Add Leg button to create the same setup on the opposite side of the pelvis.
04:59Let's stay organized by altering the colors of our limbs.
05:03I'm going to select the left leg and change this to Biped Blue, of course using the same
05:10values of 28, 28, and 177, and then select the right leg and change it to Biped Green.
05:19After clicking the Color Swatch, we will set the values to 6, 133, and 6 and then click OK.
05:27Panning up in our views, it's time to give this character a spine using the Add Spine button.
05:34Selecting the pelvis, we will come over to the Modify panel and click Add Spine.
05:39Let's select the Hub, and then in the Modify panel change its name to RibCage with an underscore placed at the end.
05:47We will then select the Color Swatch and set the RGB values to 8, 110, and 133, and click OK.
05:55I want to make sure the spine links are set to 5 by selecting a bone in the Spine hierarchy
06:01and then scrolling down to the Spine Setup rollout and double checking the value.
06:07Now I will position the hub using the Move tool.
06:10Let's just bring it down to line up with our character's chest and also rotate it ever
06:16so slightly and then move it back into place.
06:21And then, finally, switching over to the Scale tool, let's adjust the size of our rib cage.
06:27We want to make sure we are fitting it to our character in both the Left and Front views.
06:33Coming into the Front view, I want to press F3 on my keyboard to switch to Wireframe.
06:38And I'm just going to drag a marquee selection around my spine bones, and holding the Alt
06:44key I will remove the rib cage and pelvis hubs from the selection and then scale all
06:50the spine bones out to fill the mesh.
06:53This is not an absolutely necessary step, but for this character it will just help with
06:58the skinning solution we will apply later in this chapter.
07:03
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Building a rig: The upper body
00:00Continuing with the rig-building exercise begun in the previous video, the first thing
00:05we need to do with our RibCage hub selected is come into the Modify tab and then click the Add Arm button.
00:12Obviously, we need a better view, so let's click on our viewport label and switch this
00:17Left view over to a Right view. Now we can clearly see our rig's arm.
00:24Switching to the Move tool via the W key, we will position the wrist bone and align
00:29it with the hand of our mesh.
00:32To help rotate the arm into place, I'm going to place the E key to switch over to the Rotate
00:37tool, and then I'm going to change the reference coordinate system over to Local.
00:43In the Front viewport, we just want to make sure our rig's arm has the same orientation
00:48as the mesh version.
00:50Then double-clicking the roots in the chain, I will move the entire limb into place and
00:56then adjust the collarbone's position.
00:58Coming to the Front view, I'm just going to tweak the position of the pivots for each
01:03of the bones, first the pivot for the elbow, and then the pivot for the wrist.
01:11Our palm bone is facing the wrong way, so using the Rotate tool, I'm going to adjust
01:16the hub's orientation a little, again, keeping an eye on the mesh in our viewport.
01:24Working in only a single view will not give us a complete picture of how the bones are
01:29being placed in relation to the mesh.
01:31So, I need to come over to the Right viewport and make some adjustments to the pivot positions on our arm bone.
01:39Coming over to the camera view, I'll press the P key to switch to Perspective as we are going
01:44to add some digits to the hand hub.
01:47I will also reposition our Right and Front views, so we can see our character's hands a little better.
01:55If we were to add the digits before making sure the palm bone is the correct size, we
02:00would have a slight problem in that they would shift position if and when we do adjust the hub scale.
02:06And we could use an Edit Poly Modifier to work around this issue if it is that we have
02:11already added and positioned the digits.
02:14But as we like to work smart, we are going to make sure that the wrist bone is the correct
02:18size before moving on.
02:21I'm going to increase its Height and Width in the Palm Setup rollout, and then because
02:27our character has only three digits to his hand, I'm going to set the amount to 3.
02:33Now we can put them into place.
02:34We will double-click the end joint to select all the bones in the hierarchy and scale them
02:39along their local axis again by changing the reference coordinate system.
02:44Now, in the Front viewport, we can scale them down, then using the Rotate tool with all
02:49the bones still selected, I will add some curl to our finger.
02:54I'll then come to the Right viewport and switch to Wireframe via the F3 keyboard shortcut
02:59and just scale the digit down a little and reposition it as well.
03:04Then selecting the first bone in the hierarchy, I will rotate it using CAT's standard FK functionality.
03:12Coming over to our Perspective view, we'll just orbit around and make sure that it is
03:16in the correct position.
03:19I've noticed that I just want to increase the size of this digit ever so slightly with the Scale tool.
03:25Rather than repeat this for our second finger, let's use the Copy command and then select
03:30a bone in the second digit and choose Paste.
03:34All we need to do now is adjust the digit's position, and we'll just orbit in our Perspective
03:40view and make another subtle adjustment and then change our digit scale ever so slightly.
03:48The thumb is a very similar process.
03:51We will double-click to select the whole chain and adjust its scale.
03:57Then using our Rotate tool, curl the digit into place, and now we will orbit our view
04:05and move the thumb into a better position.
04:08Once in place, we can use the Scale tool to match it to our character mesh.
04:14Then I'm just going to make some final adjustments to its position and rotation.
04:21As our character has rather large cartoony forearms, we will increase the size of our
04:26rig's forearm bone to better represent these aspects of the geometry.
04:31Coming over to the Bone Setup rollout, I will increase the Width spinner and then the Depth spinner.
04:39Highlighting the Perspective view, I'm just going to press the C key to return it to the Camera view.
04:45Scrolling to the top of our Limb Setup rollout, I will adjust the name of this limb, then
04:51we will click the Color Swatch and use the same RGB values to apply our Biped Blue.
04:58Once we are happy with the results, let's select our RibCage and click the Add Arm button once again.
05:04Obviously, we will want to rename this limb as well, adding both of our underscores and
05:10clicking the Color Swatch and changing this limb to our Biped Green and then clicking OK.
05:17Finally, we want to add one more spine that can function as our neck and head.
05:22So we will just pan our Front and Right views and then select our RibCage hub and come over
05:29to the Modify panel and click the Add Spine button.
05:33Let's simplify the rig a little by selecting one of the joints in our spine and then coming
05:40over to the Modify panel, we'll scroll down to the Bone Setup rollout and change the amount
05:45of neck links to two and then press Enter.
05:49Let's change our Right view back to a Left view, and we'll just pan up to our head.
05:56And we'll grab our newly-created hub and position it within our mesh.
06:01Obviously, we will want to rename this bone as well.
06:04I'm going to call it Head_, and yet again click the Color Swatch and set it to our Biped color, click OK.
06:14I also want to change the position of my neck joints, as this will affect the skinning of our character.
06:20Selecting our newly-created hub, we can adjust the shape of our head, as demonstrated earlier
06:25in the course via the Edit Poly Modifier.
06:28Coming into elements of Object mode, we can select the head and reposition it and then
06:34use the Scale tool to fill out the volume of our bone.
06:37Now obviously, we still need to change the shape of our head bone.
06:41So I'm going to come into Edge Sub-Object mode and then enable my Modeling ribbon.
06:47Inside the Graphite Modeling Tools tab, I'm going to enter the Edit panel and click the Swift Loop tool.
06:53Inside my Front viewport, I can click once to create a Vertical Edge loop, and then again
06:59to create a Horizontal Edge loop and then coming into the Left view, I'll create one
07:03more Vertical loop and then right- click to exit the Swift Loop tool.
07:09I'm just going to disable my Modeling ribbon as I no longer need it, and I'm going to come
07:14into Vertex Sub-Object mode and adjust the position of each of the vertices.
07:19I'm going to start with the front of the head, again matching the curvature of our mesh,
07:25then adjust the center vertices, and finally move to the back of the head.
07:34Then in the Front view, I'm going to select the center vertices and switch over to the Scale tool.
07:40I'm going to scale these up to fill the volume of our character's head, and then in the Left
07:44view, I'm going to scale them out.
07:47Then selecting the outer vertices of our head, now I'm just going to scale them down and
07:53then move them back ever so slightly.
07:56Selecting the center two vertices, I am going to just move them up and then scale them out in the Front view.
08:04And I'm just going to make one last edit to a vertex on my head bone.
08:09Once I am happy with the edits I have made, I am going to right-click inside my Modify
08:14stack and choose Collapse All and then say Yes to the warning.
08:18Although we have of course used a somewhat simplified character design here, you can
08:22hopefully see from these two videos just how quick and easy the creation of a custom rig can be.
08:28In our next video, we will move on to creating secondary bones that can be used to fill out
08:33the volume of our character rig.
08:38
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Making good use of secondary bones
00:00Although we have created the main elements for our character's rig, there are still areas
00:04that could be refined a little more in order to help with both skinning and animation.
00:10In this video, we are going to make use of CAT's Add Bone feature to do this.
00:15We can start by selecting the head hub, come into the Modify tab, and adding a new bone.
00:21We are going to use this bone to control the protrusions on our character's helmet.
00:27As always, we want to reposition and scale this bone, making sure we have it nicely fitted to our mesh.
00:33I'm going to enable my Move tool and then just change the reference coordinate system over to Local.
00:39Then selecting the Rotate tool, I'll just do the same as this will help with positioning the bone.
00:45Let's rotate the bone to match the character's orientation and then pressing the W key
00:50we will just move this bone into place in both the Front and Left viewports.
00:56Switching back to the Rotate tool, I'll rotate this bone back ever so slightly.
01:01When moving bones, our edits can be a little difficult to see in the orthographic views.
01:07Let's focus our camera view, and pressing the P key, we will change it over to Perspective.
01:13We can orbit our view to get a better look at our bone and make any adjustments as necessary.
01:19As we can see, the bone at this time does not fill the volume of our mesh.
01:23So, let's come over to our Bone Setup rollout and increase its Length, Width, and Height.
01:30As these helmet protrusions are actually meant to be made of a bendable material, let's come
01:34and choose the Add Bone command once again to create a smaller bone that can be used
01:39to control the end or tip of our helmet's extensions.
01:43I'm just going to select this bone and scale it down ever so slightly.
01:48Using the Rotate tool, we can also rotate this into place.
01:53To shape the bone, I'm going to use a Taper modifier.
01:57Coming over to our Modify panel and dropping down the Modifier List, we can press the T key
02:01and as you can see, this takes us straight to the Taper modifier so we can just press
02:06Enter to apply it to our bone.
02:08I'm going to switch the primary taper axis over to X and just double check that the Effect axis is set to Z-Y.
02:17Now I can drag down on my Amount to round about -0.5.
02:23Once I am happy with my adjustments, I'll right- click the Modifier stack and choose Collapse All
02:28and say Yes to the warning.
02:31Once we are done, we can reselect our rig's head bone and click the Add Bone button again.
02:36Rather than duplicate the work we have just done, we can use the Copy and Paste Mirror
02:41commands to duplicate our bones and settings to the opposite side of the helmet.
02:47So, let's select our Root Bone and choose the Copy command.
02:52And now we can simply select our newly- added bone and choose the Paste/Mirror option.
02:58This finishes off our head quite nicely, making everything symmetrical.
03:03Another extremely important use for secondary bones is the creation of compression bones.
03:09These are used to prevent areas of the mesh that bend significantly, such as elbows, knees,
03:13and the stomach area, from collapsing in on themselves.
03:17We are going to add a compressed bone to the spine to prevent compression in our character's stomach.
03:24Focusing on our Perspective view, I'm going to press the C key and switch it over to the Camera001 view.
03:30Next, I'm just going to pan my Left and Front views so I can see the stomach of our character mesh.
03:38Let's select our second spine bone, and then as before, click the Add Bone button.
03:43Obviously, we are going to want to move and reposition this bone.
03:47I'm just going to move it in front of the spine bone that we created it from and then
03:52rotate it and finally scale the bone to fit it into our stomach area.
03:59Let's also add a slight taper to this bone by dropping down our Modifier List. I'm going
04:05to press the T key and then press Enter to apply the Taper modifier to our selected bone.
04:10I'm going to make sure that the primary axis is set to X, and that the effect is also set to Z-Y.
04:17Then I can drag down on the Amount spinner until I get a Taper amount that I am happy with.
04:22Just looking in my Left viewport, I want to increase the volume of this bone by scaling
04:27it up ever so slightly.
04:29Once we are happy with our edits, we can right-click in the Modifier stack, choose Collapse All,
04:34and then say Yes to the warning.
04:37With all of our character's rig elements in place, we are going to want to see how well
04:42this will work with our character mesh.
04:45To do this, we need to bind the rig and mesh together.
04:49In our next video, we will use the 3ds Max Skin Modifier to do just that.
04:54
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Creating a rough skin pass
00:00Skinning is without a doubt a complex and extremely important part of the character creation pipeline.
00:06In fact, it is a subject worthy of an entire course in and of itself.
00:12For those reasons, even though we naturally want to see the rig we have built in action,
00:16but we have to state that we will not be producing a finished skin solution in this course.
00:22We will, however, in this video step through the process of setting up a very rough skin
00:26pass via the skin modifier.
00:29Firstly, we will need to open up our 3ds Max Layer Manager and unhide our character mesh.
00:36Then selecting the geometry, we will come into the modify tab and drop down our Modifier
00:40list and just press the S key a couple of times until we see the Skin option.
00:45We can then click, and this applies the skin to our mesh.
00:49There are, of course, numerous approaches that can be used to skin a character, and
00:54if you already have some experience in this area, you may want to follow your own workflow
00:58at this point, and that of course is absolutely fine.
01:02One thing I like to do before adding bones to the skin modifier, however, is limit the
01:07number of bones that each vertex can be weighted to.
01:11And this is just a personal preference, but I feel it makes the initial path of the skinning
01:15process a little less complicated, especially for a cartoony character such as ours.
01:22With that said, let's come down to the skin modifier's Advanced Parameters rollout where
01:26we can set the Bone Affect Limit.
01:30I'm going to change mine to a value of 2 and press Enter.
01:34Our next step is to make the connection between character mesh and rig.
01:39We do this by adding our CAT bones into the skin modifier.
01:44Coming up to the parameters rollout, you'll notice we have the option to add bones into our modifier.
01:51If we click the Add button, a dialog box appears, listing all of the objects in our scene.
01:58To ensure I add only our rig bones, I'm just going to scroll down and select OurRig_Pelvis.
02:05You'll notice, automatically, all of the children are selected, but if they are not when you
02:11click the pelvis just use the keyboard shortcut Ctrl+C, and this again will select all of
02:17the children associated with this bone.
02:20Once that is done, we can then just choose to select them.
02:23Now, if we direct our attention back over to the modify panel, you can see all of the
02:28bones that we had selected have been added to this skin modifier.
02:32To see if our connection has worked, let's select a bone on our rig and come into the
02:37motion panel, then coming down to the Layer Manager rollout, we can click and add a CATMotion layer.
02:45Let's enter animation mode and then press Play on our 3ds Max animation controls.
02:51If the mesh moves along with the bones, we know that our skin modifier has been applied correctly.
02:58To inspect the results of our skin, we can come back over to the Layer Manager, and this
03:03time we want to hide our rig.
03:05Now, if we press play on our controls, we can inspect our mesh for problem areas.
03:12Though obviously, we have quite a few, but the areas that standout the most are the pelvis
03:17and hips and also the wrists and hand areas.
03:22As we have already mentioned, the process of skinning a character is a skill set in and of itself.
03:28Obviously, what we have done here is the bare minimum required to bind our rig and character mesh together.
03:34I mentioned this because as we move on to our next step, skinning errors will hopefully
03:39become more apparent as we are going to be creating a stress test animation for our rig.
03:46
Collapse this transcript
Creating a stress-test animation
00:00With our base rig created, extra bones in place, and a rough skin pass applied, we
00:05are well on our way to having a completed character.
00:09Of course, we are not ready to pass our rig off to the animators just yet.
00:13Our skinning will have a number of errors that will need to be fixed first.
00:18As we have already mentioned, we won't be doing that in this course, but we will quickly
00:22walk through creating an animation test that will identify the problem areas to us.
00:28What we want to do, then, is create what as an animator is often referred to as a motion stress test.
00:35The first thing we want to do is switch our rig's legs over from using IK to FK.
00:42This is just going to make our animation process a little easier.
00:45We will select a bone in our limb, come over to the motion tab, and adjust the IK/FK slider.
00:52Because of a slight bug in CAT we just need to reset the rotation for our limbs.
00:57I'm going to select the ankle bone and then press the E key to enable our rotate tool,
01:03and I can just put this bone back in place. I'll also do the same for the digit.
01:09Selecting the left leg, I will adjust it's IK/FK slider and again reposition the ankle and digit bone.
01:17To start animating, we do of course need an animation layer adding to our rig.
01:22So with the bone selected, let's make sure we're in the motion tab and come down to our
01:26Layer Manager rollout and add an Absolute layer. Then of course, we will turn on Animation mode.
01:34To begin animating our rig, we will come down and turn on Auto Key and just move the time slider forward 10 frames.
01:42And I want to bring our character's knees up to an extreme position.
01:46So I'll select both thigh bones and rotate them up.
01:50I'll also select the lower legs, and I'll rotate these down to test the skinning on our character's knee joints.
01:58Keep in mind that the actual animation here in terms of where the limbs are going is not the important thing.
02:04What is important is that our poses are exaggerated or extreme, pushing them beyond what will be
02:09expected of the character during animation.
02:13With that being said, I'll just push this pose a little further by rotating our lower
02:18legs and then selecting both thighs and just pushing these further up.
02:23You may have seen a stress test animation where all of the limbs move at once.
02:28Personally, I like to be able to focus on each limb individually, so as to make sure
02:33I don't accidently overlook any flaws in the skinning.
02:37Because of this, I'm going to return each limb to its default position.
02:42With both bones selected, I will select my first set of keyframes, and then holding
02:47down the Shift key to copy them, I will drag them forward 20 frames.
02:52If I scrub the time slider forward, you can see this returns our thigh bones to their original position.
02:57So now I can do the same for our lower leg bones,
03:01selecting them, grabbing the first keyframe, holding down Shift, and then dragging it forward 20 frames.
03:08Let's now move forward another 10 frames, and grabbing our character's right thigh, I'm
03:12going to rotate this all the way out, and then do the same for the left leg.
03:19The pelvis can typically be one of the most problematic areas when skinning.
03:24This test will hopefully show up the areas that can be prone to collapsing.
03:28Once we're happy with the pose, we can then select both thigh bones and come down to our
03:33timeline, grab the first keyframe, and just Shift-drag it all the way to frame 40.
03:39If we scrub the time slider forward, you'll see yet again we return to our default position.
03:45Moving forward 10 more frames, I want to create another splits pose, this time with the leg
03:50stretched to the front and back.
03:53So I'm going to grab my right thigh and push this all the way back and then grab the left
03:58thigh and rotate all the way forward.
04:00Again, let's select our second thigh bone, come and grab our first keyframe, and Shift-drag
04:07all the way to frame 6 there to return to the default pose.
04:12Because creating the rest of the stress test is just more of the same, going through each
04:17aspect of the rig and setting keyframes, we are going to jump ahead and open a new
04:223ds Max scene that contains an already-finished animation.
04:26With our finished animation scene loaded, we can now start to inspect areas of the mesh
04:32and find parts of the skinning solution that will need to be refined before any final animation
04:37can be applied to our rig.
04:40Scrubbing the time slider back, you will notice as we already mentioned, there are a number
04:44of issues with the pelvis area.
04:47It appears as if our hips are collapsing, and there is a loss of volume.
04:52Scrubbing our time slider forward, there are clearly some issues with the wrists of our character as well.
04:58It appears some wrist vertices are weighted to the leg bones, and the shoulder vertices
05:02need weighting to the upper arm bones.
05:06Although less than exciting to look at, stress test animation is a critical part of the pipeline
05:11that will take our character from rigging to skinning and then into final animation.
05:16It should neither be skipped nor rushed, as this is the point at which we want to catch
05:21any possible problems with the rig we have created.
05:26
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Conclusion
What's next?
00:00Although we have reached the end of our course, I hope your work with the Character Animation
00:04tool kit is only just beginning.
00:07To help you along the way, I have a few recommendations I would like to conclude with,
00:12the first of which is to encourage you to really practice working with the essential
00:16elements of CAT that we have worked through in this course.
00:20The more familiar we become with the basic components and workings of CAT, the easier
00:24we will find it to rig and animate with.
00:27You could also make use of the invaluable animation and rigging training for 3ds Max
00:32under the 3D applications that can already be found inside the lynda.com online training library.
00:38Until we meet again, take care and happy learning.
00:43
Collapse this transcript


Suggested courses to watch next:

3ds Max 2013 Essential Training (7h 9m)
Aaron F. Ross


Modeling a Character in 3ds Max (4h 31m)
Ryan Kittleson


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