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Kung Fu Panda Skinning And Rigging Part 2 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 we add Biped to model in Part 1 tutorial, next we are going to go into skinning process. Skinning is required to make skeleton system works by deforming the mesh. In 3dsmax, you can use Skin or Physique modifier to skin a model. In this tutorial, you will use Physique modifier to skin Kung Fu Panda Model. Physique is faster to use, if you use Biped for skeleton system.

 

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.

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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.

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3. Try to select one of biped. Rotate, watch the mesh also deformed. Click Undo (Ctrl+Z) to reset biped position.

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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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