Join George Maestri for an in-depth discussion in this video Setting up a single-axis slider, part of 3ds Max: Character Rigging.
We've applied the morph modifier. And so now it's time to start wiring those morphs to an external control panel, to make animation easy. Now, before I do that, I'm going to hide my morphs here to give us more room. And then just go ahead and just work on our default layer. Now, I am going to go ahead and draw a rectangle here. So, I am going to into my front view. And let's go into create splines. I am going create a rectangle here. Make sure, I don't render this. I just want to have a blank rectangle.
And I want the size of that to be about one unit long, and about a half a unit wide. So we're going to make a pretty small one here. We can make a difference sized one depending on the scale of your character. Now into that, I'm going to create a circle. I'm going to go ahead and go into circle here. Sure, don't render that. Okay. And then, I am just going to create a circle that fits inside of that. And so, my radius should be about .25. And then I'm going to align this to the rectangle.
So now that I've got that in place, I need to set this up so that I have known values for the slider. Now if I just took this and moved it, the value would change as soon as the character starts animating, because this control panel's going to go all over the place. So I need to have a known object space, and I can do that using IK. So we're going to set up a little bit of an IK chain here, and this will allow us to wire in the parameter. So I'm going to select my circle, and link it to the rectangle.
So now the rectangle is controlling the circle. And so, I've created a hierarchy here. And I'm going to use that hierarchy to create an IK chain. So I'm going to select my rectangle, go animation, solvers, HI solver. And then I'm going to create an IK chain from the rectangle to the circle. Now if I move this, you'll see that it kind of flops around and that's not what we want it to do. So, the first thing I'm going to do is actually go ahead and hide this goal, because we're not going to actually be manipulating it.
And then I'm going to go into my hierarchy panel and go to IK. I am going to select my rectangle here and I am going to go head and turn off rotational joint. And when I do that, it locks this down. So when I move this circle, that doesn't move. Now I want to do the same on the circle. I want to go ahead and lock down rotational joints, and this basically locks the whole circle down. But I want to go ahead and turn this on as a sliding joint. And then I want this to move only along the Y direction.
So I'm going to go ahead and limit it on X and Z. So now it's only can move along Y. And then I can actually limit this to go from zero to one. So now, this goes from zero to one. And actually, this rectangle is kind of in the wrong place here. So I'm going to go ahead into pivot here. Effect object for the rectangle and just move that up. Right about there. So now I can select the circle, and it basically just moves the length of that rectangle.
So now that I have this, you can see here if I go into Parent Mode here, you can see that when it's here, Y is zero. When it's here, Y is one. So we can animate Y position between zero and one, and we can use that to wire in a parameter. So I'm going to go ahead and select my character's face, Ctrl + five to get into wire parameters. And this time we're going to go to Modified Object > Morpher. And let's use the left bottom blink right here.
The one at the top of the list. And then I'm going to wire it to circle, brings up my parameters here. So I'm going to select my circle, load it here. And then under transform, I need to dig a little bit under FK sub control. And you will find position. And I want Y position. So I want my Y position to control that morph target. Now the thing about morphs is that they don't go from zero to one, they go from zero to 100. So all I need to do is go Y position times 100, because I know that my sliders going from zero to one, and then I can just multiply by 100 to get the morph target the way that I want.
So we're going to control it this way, hit connect, and it should work. There we go. Okay. So what I've done is I've used IK to create a slider. And I've limited that slider to move between zero and one. And then I've used that motion to wire in the morph target. So as you can see, the process is a little bit complicated. But the results are very good. And you can very easily manipulate your character from a view port.
- 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