This is the fourth tutorial in my four part series dealing with character animation. These tutorials are targeted for beginners wanting to learn the basics of modeling, uvw mapping, texturing, rigging, and creating a cute 3d monster. In this fourth part we’re dealing with character rigging. You’ll learn the basics of using the Morpher and Skin modifiers to manipulate and deform a simple character. Character rigging can be a tough subject for beginners but I’ll do my best to keep things as simple as possible. I’m using 3ds Max 2011.
In 3d animation, character rigging means the process of preparing the character for animation. The idea is to use special helper objects and modifiers to prepare a set of tools that make the animating process as easy as possible. We’re going to rig the character by using the Morpher modifier for the facial animation and the Skin modifier (in conjunction with bones) for the rest of the body. In the picture below you see a character pose you can be easily do after completing this tutorial.

The Morpher modifier is commonly used for lip sync and facial animation. The Morpher modifier deforms the original object according to predefined target objects. The biggest task is the creation of the target objects ( morph targets ). The modifier itself is really simple to use.
Let’s create the morph targets for our character:

Now we have one morph target and that’s enough for the sake of this tutorial. If you are about to create some serious facial animation, you need more morph targets. Just create more copies from the original and create expressions like smile, amazement, blinking eyes and so on. It’s often a good idea to create separate targets for eyes and mouth and separate targets for the left and right side (like wink) as well to have maximum control over the expressions. The Morpher modifier lets you combine the expressions of several different morph targets.
Now select the original monster model and try the Morpher modifier:

Tip: Turn ‘Use Limits’ off in the ‘Global Parameters’ rollout to go beyond the 0-100 range. Try for example negative values to get some interesting ( and maybe even useful ) results. Remember also that channel percentages can be mixed when you have multiple morph targets.
While the Morpher modifier controls the facial expressions, the bones control the rest of the body. Let’s create the skeleton:
Now we have four bones that are linked to each other. The first bone is the parent of the second, the second is the parent of the third, and so on. If you move the first bone the whole chain follows. You can also double click on the parent to select it and all its children.

Next we’re going to create bones for the spine and the head:

Open Bone Tools ( ), activate the ‘Bone Edit Mode’ and move the spine bone to meet the first bone of the leg like in picture below. Close the Bone Tools.

Next we’ll create the arm bones. This time we want to link the arm bones to the spine so start creating the bones by clicking on the spine bone. Create four bones ( plus the nub bone) for the left arm like in picture below.

Now we have all the bones we need and we just have to fit them inside the character. Go to the left viewport, select all the bones and move them to the center of the character. Rotate the bones like in picture below. Notice how the knee bends. We bend the bones now to make them work better with IK.
I wasn’t really sure how I should rig this weird monster character so I did the leg bones pretty much like I would for a human-like character (except for the fact that there is only one leg). You can also create two “legs” inside the monster if you want to make it “walk”. It all depends on how you want your character to move. Does it move by flying, jumping, crawling, walking, or by all these means?

Go to the top viewport and rotate the arm bones so that they fit inside the character. Make sure the arm bends a little.

Select the whole arm by double clicking on the clavicle bone (the bone between the spine and the arm). Use the mirror tool ( ) to make a mirrored copy of the arm ( make sure to make a standard copy, not instance or reference ). Position the new bones like in picture below.

We still have to link the right arm to the spine:

Now the skeleton is complete, but let’s create one more helper object to serve as a master that is used to move the whole skeleton. Create a dummy ( ) and position it exactly where the spine bone and the first leg bone meets. Check the position in both the left and front viewports.
Use the ‘Select and Link’ tool ( ) to link the spine bone and the first leg bone to the dummy. Now if you move the dummy, the whole skeleton should follow. Try this to make sure everything is ok and finally undo the move.
As a final step, link the eyes ( if you have them ) to the head bone. Now the eyes stay in place whenever the character moves.

Now the skeleton is complete and we go on with inverse kinematics. Inverse kinematics if often assigned in the character rigging process, especially for the legs. Let’s assign inverse kinematics to enhance our rig:

Next go to the front viewport and assign IK also for both arms. Make the IK chain from the first bone of the arm to the nub bone ( Don’t touch the clavicle bone ). Test how the arms work. They should work well in the top viewport.

Now all the IK solvers have been created. At the moment you can’t rotate individual bones in the IK chain. To be able to do that, select the IK handle, go to the motion panel, and click ‘Enabled’ in the IK Solver rollout. This is the on/off switch for inverse kinematics for the selected IK chain. This button can also be animated so the animator can easily switch between inverse kinematics and forward kinematics ( just rotating the bones in the chain) while animating the character. Leave it on for now.
As a final thing, try to move the green dummy to see how the character responds when inverse kinematics is in use ( undo afterwards ).
Next we’re going to enhance the rig even further to limit the rotational movement of the bones:
Now the leg bones can rotate only along Y axis and within limited range. Try to move the leg with the IK handle to see the difference. Now It’s up to you whether you want to set the limits for the arms as well or not. You might want to come back to this step after the skinning process to see the movement of the character while trying out different values.

Character skinning is the process where we define how the model responds to the movement of the bones. We’ll use the Skin modifier for that purpose. Let’s unhide the character ( ) and go on with the skinning process:

Let’s repeat the process and apply appropriate radius values for the rest of the bones ( ). Make sure you change only the radius values of the outer bounds. ( ):

Now the skinning/vertex weighting process is done. Deactivate the envelope sub-object level and try to rotate each bone to see how the character deforms. Try also the IK handles and the master dummy. I recommend undoing all the rotations afterwards to keep the neutral pose.
This is an optional step. Just some theory and tips. If you are lucky you can get pretty good results just by adjusting the envelopes sizes, but there is often a need to fine tune the behavior of individual vertices as well. To weight vertices manually:
( The weight value of a vertex (Abs. Effect) always amounts to 1.0. This value can be divided between several bones. For example, vertex’s weight could be 0.7 for bone-1 and 0.3 for bone-2. In that case the bone-1 would have much higher influence on the vertex. In other words, the vertex would follow the movement of bone-1 much more than it would the movement of bone-2. )
Tip: The weighting/skinning process can be made easier by animating the bones. Just animate some natural bone movements. At first, the character will look ugly and distorted but keep in mind that as long as you keep the neutral pose in keyframe 0, nothing will break. You can always reverse everything by going to frame 0 and removing all the keyframes. The benefit of the animations is remarkable. You can see the deforming character while working on envelopes just by moving back and forth on the timeline.

That’s my take on character rigging. Let’s continue in the comments! In case you’re wondering, I made the light and glow effects in Photoshop.
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Polygon Blog is devoted to unique 3ds Max tutorials. All tutorials on this site are about 3ds Max. Furthermore, these tutorials don't require any plugins. They are doable with just 3d Max. If you have a good idea for a new 3d Studio Max tutorial, please let us know!
no more tuts?
Thanks, great tutorials. Just finished all 4! The clearest and easyiet to follow that Ive ever tried!
Amazing, really nice stuff, I learned a lot following your tuts. but, there is one thing I cannot figure out… how to make the eyes???? you don’t explain it anywhere, and I’m new to 3ds. so I don’t know how :S
thx
Thanks Daniel! The eyes are just standard spheres that are linked to the head bone. The material is just a black and shiny.
We’re waiting for More Tuts, keep it Up Antti.
Thanks, will do more. I’ve just been really busy lately. I’ll try to post new tut next week.
you save my time .
thank you very mach .
Good work !!
great tuts.its vey nice.
what is IK and how to make handlers to rotate a body part like eyes or to move legs ,hands
many thanks!
Nice tutorial. I’m a old 3ds max dude my self
But i switched over to maya. Anyway I’m doing some Maya tutorials about rigging aswell if you ever want to check that out. It is on my site:
http://poly-face.com
Cheers
/Dennis
hey great tutorials.
i have a problem with the morpher modifier. when i add my morph target and spin it to see it move it goes all wierd and all over the place… any ideas?? ps im not adding or removing any vertices
thanks again for the tutorials..!!
This is a great series of tuts which I find far better than many of the books I’ve read.
The question is: could you do a tutorial on doing some basic animations with the above monster?
I´ve the same problem like Stu tallon.
The select Vertexes were all flew and go wierd
Help!
But this Tutorial ist gread!
It helps so much!
greats tut bro…
I like since i’m beginner in 3ds Max…
anyhow…can U give us some more tus so the beginners like me can learn again how to improve our skill on it??
or can U mail me some model for learn???
great thanks b’fore..
You are awesome MAN
Here is someone who wants to thank you very much:
https://lh3.googleusercontent.com/_7vZJsLEGJ_w/TVcJ4xywSdI/AAAAAAAAAB4/M9O4BNFpg4w/s800/monster_mit_herz.jpg
Awesome tutorials, thank you so much!
You’re welcome! Very nice pic Jules!
These are great tutorials but I feel that there’s one thing missing…animation.
I have followed them all up to this point where my character is rigged. Now I want to animate my model to be used in a graphic engine (JMonkey). How do I set animations for this model? For example: walk, run, wave…etc.
Hi
Great tutorial
but can you make it video tutorial ?
Same problem as Stu tallon and Kura. In my morpher only half of the monster goes crazy, i think its because the symmetry modifier doing somthing wrong. Please reply.
Such a helping tutorial………..thanx
It happened the same to me as Stu tallon, Kura and Eldar. I tried many times but couldn’t make it. Now i found a workaround: instead of using the vertex sub-oject option, use the polygon option to create the mouth expression. Doing it this way worked for me, hope it helps!!
Hey, in fist place, thanks for your tutorials, they are very helpfull and awesome!!
I’ve made all of them, this is the last one,but i’ve had the same problems of Kura, Eldar and some others, but i’ve found a type of solution..
In my work i’ve needed to flip the symmetry, i didn’t know if this is the problem, but if I add a modifier “turn to mesh” under the symmetry the morpher works, but the uvw map need some ajustments…
I don’t know why this is happening, but if there is a solution without turn the object in a mesh, and ajust the texture will be great!
I’m from Brazil and learned English by my own, so sorry about any mistakes, and one more time, thanks for the great help, and congratulations for your awesome blog!
If the other half of the monster is behaving strangely you could:
1. First make sure that morpher and skin modifiers are above the symmetry modifier.
2. If you are still having trouble, collapse the modifier stack ( right click on the Symmetry modifier and select ‘collapse to’ from the menu ).
It’s still not working
those steps don’t help
I have finally figured it out
. I have collapsed the modifier stack in my monster clone (by clicking ‘collapse to’ on the symmetry modifier), I don’t removed any uvw’s and turbosmooth. I just clicked on the Edit Poly modifier to make facial expression. In my original monster I made a morpher modifier below the skin modifier and everything now works fine. The bad thing is that when you are making facial expressions you can’t made them symmetrical because this modifier doesn’t exist
Hope this help
Now my monster is fully ready for action
:D:D
In my case, no one of the alternative expressions works for Morpher, when I click on “pick target”, I just can’t click on the others models. I believe it is because my original model is too much turbosmoothed than the others. Besides, I tried to simply clone the original model, modify it a little and I succeeded in picking a target, but event at 100% the original model wouldn’t change.
I guess I’ll have to do without the expressions, too bad :/
Thanks Man , great tutorials…………………!
After reading this i first time feel that i can also do the rigging part in max. Thanks sir.
u’re amazing i followed the four of ur tutorials and i felt totally guided from start to end, thanks a lot i’ve learned a lot, please don ever stop making this kind of tutorials, greetings
by the way, for the problem of the morph modifier, i solved it by collapsing from symmetry and just leaving TURBOSMOTH and EDIT POLY, then i copied and put itinaration to 1, started to movin vertex till i get the wanted expression, and at last pick that one from the scene in morph modifier from the original model, then you go up to 100, u will see it works,
I have been having a problem rendering. When i render the front of the creature is invisible, so i can see through all the way to the back, so it has no face, just floating eyes, and no matter how i turn the view it shows me the opposite side. Can anyone help me? Ive looked through the different settings and they look correct, and ive looked at older files but they do the same thing. So it started even before the Uvw mapping. Help would be greatly appreciated. Thank you!
It sounds like you should flip your polygons: Go to the Edit Poly modifier and activate the polygon sub-object level. Press CTRL + A in keyboard to select all the polygons. Finally click ‘Flip’ button in the Edit Poly modifier.
Thanks a bunch, i did what you said and it helped alot. You did a great job on the instructions, thanks again.
hey great tut
but how to you change the area the bone controls?
Ok, so everything is all hunky dory until i get to the part to make the dummy and link the spine and first leg bone. I linked them, but when i move the dummy, nothing moves. Also, i linked the eyes to the head bone and when i move that, the eyes stay put! Please Assist
Thanks so much for this tutorial! I hadnt messed around with max since 4.2
so I was like ‘man, how do I do that in 2011′. This is awesome help!!
Im trying tomake a custom characer so my demo reel will be different than the other students.
thnks !!!!!!
Hi, i realy have to thank you for you tutorials, i just love how detailed they are.
But i have same problem with symetry-morpher, can someone give me some detailed solution? I tried different things with collapsing etc. but nothing worked
Awesome stuff. really clear and helpful. Bit stuck on this bit. Can;t find the rollout. Can you send me a screen grab? really grateful
Now all the IK solvers have been created. At the moment you can’t rotate individual bones in the IK chain. To be able to do that, select the IK handle, go to the motion panel, and click ‘Enabled’ in the IK Solver rollout. This is the on/off switch for inverse kinematics for the selected IK chain. This button can also be animated so the animator can easily switch between inverse kinematics and forward kinematics ( just rotating the bones in the chain) while animating the character. Leave it on for now.
As a final thing, try to move the green dummy to see how the character responds when inverse kinematics is in use ( undo afterwards ).
Whoops. solved it myself. Maybe amend that instruction to make it clear that you have to click on enabled to effectivly ‘disable’ it. Anyway thanks for the tutorials again.
Hi polygonBlog,
Thank you so much I absolutely love you tutorials simple to understand, direct and to the point and doing it step by step I learnt a lot!!! Please can you do a part 5 of Animating the Monster ? Idealy using different animation techniques I.e parametric using the curve sheet and the dope sheet as well as constraints and then helper, and dummy objects to do a bit more complex stuff like how the animations are on Toy story
Or just the animating the monster laughing out loud excessively, swimming , running , doing some martial arts move perhaps ? Thanks please more more more on Animation to complete you FIVE part tutorial ..you have done 4 just the Animation one is left?
Thanks
Kingsley
Hey, great tutorial, I havn’t been doing them all though, I started with my own model, and did tutorials 2,3, and now 4. I am on step 8 and I can’t figure out why, but when I edit the envelopes, I can make them effect more of the model, but not less. currently, my models shoulders move with the head, and his sides move with the arms. I’m using 3DS Max 2010. Any help is appreciated, thanks.
LOVED THEM ALL!…. hope you will continue to make good stuff like these tutorials!… They were just what i needed, something simple to get the bare boned basics with 3dsm.
I saw someone wanted you to make video tutorials, i would on the other hand cheer you on to continue with the ehm…. “paper” tutorials.
Next up could be to take a simple approach to other systems like cloth, hair/fur, particles, and etc.
Kind Regards Danta1st.
this is great but when I try to make the IK chain for both the arms, it doesn’t work. it just wont connect. and without that, I can’t animate the arms. do you have any idea why it may be doing that? I’m on a tight schedule and need to move on with my animation ASAP.
Really good tutorials! Concise and instructive. Found the layout of your steps and terminology easy to follow.
Truly great job
And just so you know, the links in the texturing tutorial @ steps 7 & 10 did not work when I clicked on them.
Thanks!
Nice work mate love the tutorial
two thumbs and toes up