Join George Maestri for an in-depth discussion in this video Positioning arm bones, part of 3ds Max: Character Rigging.
Once you have the spine in place, it's time to create the arms. Now, just like with the legs, we're just going to create one side at the time. I'm going to do the left side. And so, let's go ahead and start drawing those bones. So, I'm actually going to go into a front viewport for this. And so, what we need to do is actually create a bone for a collarbone or a shoulder bone, as well as bones for the actual arm and wrist.
We're not going to do the hand just yet. Let's just do the arm. So let's go ahead and go into Bones. So we're going to go into Systems > Create Bones. And I'm going to hover over basically the top of that spine right about there, and then click and find where the shoulder is. So what I'm doing here is I'm looking at that kind of that arm pit and I'm tracing a circle here. And I'm trying to get a place that's about 45 degrees in from here. Something about right there.
And I really want it to be centered along this edge loop here, so right about there. Click. And then, elbow. That's pretty straight forward. And then, wrist. So again, where does the meat of the hand start versus the rest of hands, so go ahead and click there and then right-click to end. Now with this, we're going to actually need our bone tools to make sure that this looks right. So I'm going to go ahead and hop out to a top viewport.
And you can see that this bone here is very, very straight. Now, if we want to use IK, we are going to have to give a little bit of bend to it. So, let's go into Bone Tools and into Bone Edit mode. Select this bone here, the elbow. Bring it back just a little bit here. So again, I want to give it kind of a nice natural bend. Let's make sure that we position this wrist properly. And the rest of our bones should be pretty good.
So now that we have this in place, we can start naming these. So, I can call this one BN for bone, left shoulder, BN left bicep. BN left the forearm. And this is actually the wrist, so BN left wrist. So now that we have all of those in place, let's select these bones and give them some color as well.
So again, this is going to be a bluish color because they're on this side of the character. So now that we have these in place, let's make sure we check our positioning here. Now, because these bones are actually so big, we might not have to use bone fins on these. So I'm actually going to not to do it for these particular bones and, or maybe just a few for the bicep. So let's go ahead and put a few fins on for the bicep here, just enough to give a little bit more volume, just a front fin and a back fin.
So, the forearm doesn't seem like it will need fins. So again, this is really just up to your character and up to your judgement as to whether or not you want to put fins on any individual set of bones. So now that I have these in place, we can move on to the hand.
- 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