Join George Maestri for an in-depth discussion in this video Creating a jawbone, part of 3ds Max: Character Rigging.
I've gone ahead and added in one more two axis controller, so you'll see that I got this one here, which controls smile and frown, then you can see how we've done that, now I've created another one here and this just steps through all of the moth shapes for lip sync so, up here we've got M, goes down to e, or the consonant sound, o, and u, now some of these are a little bit off, or they seem off, because the jaw is not part of that solution.
So we still need to rig up the jaw. Now, there are two ways of doing that one is to just create additional morph targets. And we've already done that, so let's go ahead and use a new technique, so we have more in our toolkit. And we're going to create a jaw using a skeletal bone. So what we need to do is we need to draw a bone, so let's go into our side view here and let's take a look at our geometry. I'm going to go into my layers and let's go ahead and turn on our skeletal deformation skeleton.
I'm actually going to switch off geometry so we can take a look at this. So we've got our head here controlled by this head base, and then I've created the little joint here and that's actually where I want my jaw to be, so if I turn on my geometry, you'll see that that point is right behind the character's ear and that's a great place to start my jaw bone. So I'm going to turn off my geometry, and let's go ahead and draw a jaw right here. So I'm going to go into my bone tools. Animation > Bone Tools and just create a bone. So, you're going to hover over that intersection between head base and head, and just sketch out a jawbone. Now I'm going to go ahead and select this bone, and let's go ahead and give it a name.
So, this is a skeletal bone, so it's BN_jaw. And this one here is not going to be a deformer, so it's going to be nd for nondeform jaw tip. And let's make sure these are the right color. Okay, so with this jawbone here, let's take a look at this with the character. So if I turn on the character's geometry, you see that bone's a little bit too long. So let's go ahead and adjust it, and getting back into the bones tools. Bone edit mode, and select this, and let's just move that so that the bone is positioned so that that tip is right at the tip of his chin. Now this bone here can also use some fins so I'm going to go ahead and put in some side fins for this bone. Let's dial those up and you can see those. Give it enough to connect to his jaw and then let's go back into our side view here and let's create a back fin. So let's go ahead and just create one right about there. So that'll probably help with the deformation just a bit. So now, once we have all of this, we can skin. So I'm going to go into my object here, and you'll see that we have the morpher on this object on the modifier list. So the skin will go on top of the morpher. So I'm going to go Modifiers > Animation > Skin and then we need to add in the proper bones. So we're going to go ahead and add in, under skeletal deform, head and head base, add in. I believe there's a neck, and neck base and then also jaw.
And I believe I drew this in the zero layer here so I can rearrange that a little bit later but let's just go ahead and add in the jaw. So now that I have this, I need to start adjusting the skinning. So, at this point, if I select my jaw and rotate it. You'll see that while it's affecting way too much of that skeleton and also if I select my head control, you'll see that well, again I'm not getting exactly the deformation I want so, the next step is to modify our deformations.
- 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