The rigging process - Part 2 - Building a custom rig
In the last post ‘ Rigging – Part 1 ’ I have concluded that the basic biped rig system 3DS Max has to offer is not suitable for this type of project, so I’ve decided to build my own custom rig (skeleton). Doing so has several advantages over using the pre-set rig, such as the ability to assign custom controllers, custom IK and FK chains, constraints and more. Using the ‘Bones’ systems tool, I have first created the body skeleton of the model starting with the first spine bone and moving up towards the head. Although you can have as many as 6 spine bones in total, during my research I have found out that 3 spine bones are usually enough for animating a human character model, such as mine. As such, I have given the spine a realistic curvature that follows the posture of the model, as it will help with setting up the IK chains at a later point. I did not forget to accurate...