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Hi, welcome to rigging in 3ds Max again. As we promised we will serve our user as much as we can, here it is. Mr Majhi prom India was facing some problem to rig this leaf, so he contact us to help him and we did . here is the tutorial where we show how to rig a leaf in 3ds Max 2011.The leaf which was provided by Mr Majhi was very high poly and was difficult to skin. We use a very special modifier named "Skin Wrap" which is one of the default modifier of 3ds Max 2011 for the final skinning.Hope you will enjoy the tutorial.

Category: Rigging

 

This is the second part of FK-IK Switch in 3ds max 2011. In this part you will learn how to connect the switch with a controller. Here we used the reaction manager of 3ds Max . If you new to Reaction Manager of 3ds max then we recommend to see our tutorial "introduction to reaction manager in 3ds Max 2011" in the introduction category.

 

Category: Rigging

 

 

 Hello welcome to another chapter of rigging in 3ds max 2011. In this chapter we will learn how to create the IK-FK switch in 3ds max 2011. We will use orient constraint for creating the switch. Hope you will enjoy the tutorial.

 

Category: Rigging

 

Hi Welcome to another chapter of Character Rigging in 3ds Max with Bones. In this Chapter we will create the foot controls like toe ball and toe tip controls with the help of Reaction Manager. Before you start this chapter we strongly suggest you to see our newly added category "introduction" for "Introduction to Reaction Manager in 3ds Max".

 

 

Category: Rigging

 

 

 

In the 9th Chapter of the series Character rigging in 3ds Max with bones we will learn how to rig the hand with IK system . We will use position constrain and swivel angle to create the controllers.

 

Category: Rigging

In the 8th Chapter of this Character rigging in 3ds Max with bones series we will continue creating controllers for the character we started and this time we will concentrate to create the arm and shoulder controls.

 

Category: Rigging

 

 

 

In the 7th Chapter we will continue to create the rig controllers for the upper body part of the character with the help of constraints. Hope you will enjoy.

 

Category: Rigging

In this chapter we will start to create the controllers for the rig. In this first part we will create the lower part, from foot control to hip control.

 

Category: Rigging

In This Chapter of rigging in 3ds Max with Bones we will move on to create the foot bones and palm bones, then we will learn how to connect them with the main bones hierarchy.

 

Category: Rigging

 

In this Chapter of rigging in 3ds max We will learn how to create the Hip bone of a character and how to connect it with leg bones as well as how to set a IK solver in leg.

 

 

 

Category: Rigging

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