Prepping Custom Model: Part 3
Last updated
Last updated
Now we're going to extremely basically rig him to Joker's bones to make sure the model will function in game. If the rigging works, he will move around according to Joker's pelvis bone.
Select one of the Geometry layers, make sure nothing on the model has a selection highlighted, and go do the dropdown menu in the Modify tab and search for "Skin."
In the Parameters dropdown go to Bones: Add. A pop up will happen and you will see the word "root." Select all (ctrl + a) to select all bones and click Select.
Find Bip01 Pelvis
and highlight it.
Select Edit Envelopes and checkmark Vertices.
Click on the Viewport (the part of Max that has the window for the model) and select all (ctrl + a).
Scroll down a little and click the image with the wrench, the Weight Tool.
The image below will pop up. Because you have the Bip01 Pelvis
selected, you can press the 1 and it will be 100% weighed to the pelvis bone. You can close the window
Click on the Advanced Parameters dropdown and make sure the Bone Affect Limit is set to 4. Things will go horribly wrong if more than 4 bones are affected when rigging, keep this in mind when you are moving onto seriously rigging your model.
To remove bones that have no weights on it (the b r K_eri01
you see above) click on the Remove Zero Weights and it will be gone from the Weight Tool list.
***VERY IMPORTANT: YOU WILL NEED TO CHANGE THE BONE AFFECT LIMIT TO 4 FOR EVERY SINGLE SKIN MODIFIER YOU APPLY.***
Rinse and repeat these steps till all parts of your model is rigged to the pelvis.
After this is done, you can highlight all of Joker's Geometry layers and delete them. We will now be exporting the model to GFD Studio.