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The rigging process - Part 1

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Having already sourced the model and applied the corresponding textures, I have decided it’s time to take on the rigging aspect of the project. The rigging process started by creating the basic ‘biped’ (human) rig using 3DS Max’s option available under the ‘Create -> Systems -> Biped’ menu. The said option allows the user to create a full human-like rig with already set IK (Inverse Kinematics) chains and such. After creating the rig, I had to move it inside the mesh and scale it so that it fit the said mesh. To do that, I had the mesh frozen into place and then turned on the ‘See-through’ option in order to make the whole process more convenient. As the rig essentially represents the internal bone structure of a character, I had to rescale and reposition each bone to fit within the sizes of the mesh. I have started by rotating and scaling the pelvis bone and moved up towards the head of the character, as seen in a video tutorial by the content creator ‘BitHalo’. I have...