3DS Max - Quick Bone Setup + IK HI Setup

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  • Опубликовано: 15 янв 2025

Комментарии • 11

  • @gameeverything687
    @gameeverything687 5 лет назад

    What a cute spider! Man, clear, concise, and very fast tutorial. I usually use bipeds for my characters, but I just find the generic Max biped so clumsy. This method has so many more advantages. Here's hoping this exports to Unity without a problem. Thanks again!

  • @k.k.9800
    @k.k.9800 8 лет назад +2

    The video was pretty awesome! Thanks so much! A lot of the other videos that i watched werent as good as yours!

  • @tioaoa9658
    @tioaoa9658 4 года назад

    the man did not realise he was 4 years ahead of the next popular meme, 400iq play.

  • @VFXLtd
    @VFXLtd 7 лет назад +2

    Child follows the parent. Took me 3 years to finally understand how the fkn child and parent relationship work lol..

  • @minhaj_khan
    @minhaj_khan 7 лет назад +3

    thanks a ton for this!!

  • @davestomper3428
    @davestomper3428 8 лет назад +1

    I enjoyed the video man thank's I just built a spider model and was looking for a way to do this. Question for you if you're making a weapon with a wobble in it could you use bones??? if you do a search for Atlatl and watch how the spear moves it has a slight wobble I am trying to mimic that motion.

  • @1564168453415
    @1564168453415 7 лет назад

    Thank you very much!!
    It's really nice!

  • @tokyons7578
    @tokyons7578 3 года назад

    bro helped me a lot tnx

  • @MsAtifMehmood
    @MsAtifMehmood 2 года назад

    what if we want one bone as child to parent with two bones. Like i want sword handle by two hands how to do it?

  • @stargazer2938
    @stargazer2938 Год назад

    How can I Export this bone structure in Unreal?

  • @sherlock_holmes6249
    @sherlock_holmes6249 7 лет назад

    i have a question. if i first make ik solvers and then link the bones to the parrent, is it gonna affect the swivel angle?