| Kung Fu Panda Skinning And Rigging Part 2 |
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by Didik Wijaya
1. This process is not necessary, but can help you to see biped inside model in Perspective viewport (Smooth and Highlight display). Select model, right click and choose Properties. Activate See-Through and click OK.
2. While model is still selected, apply Physique modifier to object. In Modifier Stack, position Physique modifier below Turbosmooth modifier. In Physique rollout, click Attach to Node button. Then click Bip01 in viewport. If you have difficulties in selecting Bip01. You can press H in keyboard. Highlight Bip01, and click Pick button. A new window will open. Click Initialize button. Now, your model is skinned.
3. Try to select one of biped. Rotate, watch the mesh also deformed. Click Undo (Ctrl+Z) to reset biped position.
Download 3dsmax lesson file up to this point Kung Fu Panda Skinning And Rigging Part 1 | Part 2 | Part 3 Other tutorial : Any question or comments regarding this tutorial should be sent to:
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After we add Biped to model in 


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