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Kung Fu Panda Skinning And Rigging Part 1 PDF Print E-mail
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by Didik Wijaya
This tutorial needs you to understand basic use of 3dsmax.

Kung Fu Panda Skinning And RiggingAfter you model and texture Po, character from Kung Fu Panda The Movie. Now, you can rig that panda model. Rigging is the process of placing skeleton system inside a mesh. There are 2 types of "skeleton" you can use in 3dsmax: Bones and Biped. Bones is usually used if you want to create bones manually. Otherwise, Biped is like a pre-built skeleton system. It's quick and fast to use. This tutorial will show you how to apply Biped to our Kung Fu Panda Model!

 

1. First, open textured kung fu panda model you created earlier. Or you can download required 3D model here. Select model, go to Display tab and Freeze this model. You need to freeze this model, so you can't accidentally select this model.

Image

 

2. Next step is creating Biped. Go to Create>Systems. Click Biped button. Then, click and drag in Front viewport to create Biped. Biped systems consist of several linked "bones". Each "bones" is called "biped". After you created Biped, in Structure rollout, modify Biped structure to fit model requirement. Look at image below for reference.

Image

 

3. Next, you need to position Biped inside the model. Make sure Bip01 in Biped is selected and go to Motion tab. Then in Biped rollout, click Figure mode. This mode allows you to modify Biped structure and shape. Position Bip01 in the middle of model (look at image below for reference). Because Bip01 is the parent of all biped, all other biped are also moved.

Image

 

4. Next, you need to modify each biped shape and position. Using Select and Non Uniform Tool strecth biped shape to fit the model. Also you need to rotate several biped arm.

Image

 

5. Modify each biped shape. It's so simple, just use Select and Non-Uniform Scale in Front and Left viewport. You don't need to modify all biped. Just modify one side of model (left or right side).

Image

 

6. Special note: When you modify biped for fingers, extend biped farther than finger mesh. This is the trick so that you don't need tweaking in skinning process later.

Image

 

7. Next, we are going to copy-paste biped shape position to other side. Double click one of shoulder biped. The rest of arm and finger biped will be selected. Open Copy/Paste rollout. Click New Collection button to name the selection, then click Copy Posture button. Finally, click Paste Posture Opposite to paste to the other side.

Image

 

8. Using the same process like above, copy-paste leg posture. When finished, de-activate Figure mode and unfreeze the model..

Image

 

Download 3dsmax lesson file up to this point

Kung Fu Panda Skinning And Rigging Part 1 | Part 2 | Part 3

Other tutorial :
Kung Fu Panda Modeling
Kung Fu Panda Texturing
Kung Fu Panda Animation

Any question or comments regarding this tutorial should be sent to:
Didik Wijaya, email: This e-mail address is being protected from spam bots, you need JavaScript enabled to view it

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