Join George Maestri for an in-depth discussion in this video Creating a control pane using attributes, part of 3ds Max: Character Rigging.
So, now that we have our fingers controlled by individual joints, let's go ahead and create an even higher level of control, and just make one point of access for the hand. So, I have all of these point controllers here, such as this one. This one, this one, and this one and if I rotate those along y, you can see how I'm controlling the curl of the fingers. Makes it very easy to animate a hand but let's go ahead and make that control out here.
So when I actually go to my left hand here, I'll have controls for each individual finger. So you can do that using our parameter editor as well as wire parameters. So lets go ahead and select Animation > Parameter Editor with that hand controller selected. Now we've done this before, so lets go ahead and just create a parameter for the index finger. We'll call it index curl and this is angular parameter.
So I'm going to make it go from say, negative 90 to positive 90 and that should give us enough control. So now we have index curl and it goes from negative 90 to positive 90 with default 0. So I'm going to go ahead and select Add and that adds it to our custom attributes. Now all we have to do is wire this up. So I'm going to select this base control of the finger, Index_01 and wire it.
So hit Ctrl+5, wire, it's Y Rotation, to and select this. See in hand, modified object, attribute holder, index curl. So I want index curl to control the angle of this, now if I hit connect. Right now, what's going to happen is this is going to go pretty wild here. So, when I rotate this, you'll see that it rotates very, very quickly.
When I get to a value of about 1, it's completely curled around and that's not what I want. Now, the reason it's doing this is because rotations in 3ds Max are measured in radians, not degrees so let's go ahead and fix this. We're going to go back into our parameter wire dialog. going to go ahead and select my index finger base, load that up. Select my hand controller, load that up. And when I select the property parameters here, you'll see that, well, it's just the index curl but remember, this is in radians.
So I need to convert degrees, which is what this is to radians, which is what the finger needs. So i'm going to type in a function, I look this up in the documentation. It's called degrees to radians, DEG to RAD and then the name of the value here. Which is indexed underscore curl. So once I have that, let's go ahead and update that and see what happens, so now when I do index curl. When it gets to 90, perfect.
-90? Well, that's not very anatomically correct but at least it doesn't fly off the handle like it was doing and I can hit zero and that will zero it out. So, that looks pretty cool. Let's do this one more time. I'm going to go ahead and select my hand controller. I'm going to add a value for it, Animation > Parameter Editor and this time we'll do mid-curl for middle finger. Again, it's going to go from negative ninety to positive ninety, add, and then we're going to wire the parameters.
So we're going to select the base of that finger, Ctrl+5, Y rotation. And then go ahead and load up the left hand controller on the other side. And we're going to do middle curl, connect there but remember, we need to do degrees to radians of that value, mid-curl. Make sure everything's going in the right direction.
Hit Connect, that should work. So now I've got that finger and this finger on my control panel. And now that we understand how to do two, we can do four. So go ahead and do the other fingers and we'll come back and do a little bit more.
- Setting up layers
- Drawing and positioning bones in the skeleton
- Rigging foot controls
- Creating hip and spine controls
- Setting up IK and FK skeleton controls
- Wiring the IK/FK switch
- Rigging hands
- Skinning characters
- Setting up single- and multiple-axis face controls