Need help with Biped
by 0-kills · in Artist Corner · 02/01/2004 (10:49 am) · 12 replies
I have a player model that has 4 legs I'm trying to rig the model using biped but it only gives me 2-leg option. is there a way to add 2 more legs for biped?
Using max 4.2
Using max 4.2
About the author
#2
Matt
Edit: Here I dug this out.
02/01/2004 (3:53 pm)
Or use 2 biped objects. One for the front portion bip01, and one for the back bip02. You can link bip02 (center mass) to bip01 (center mass). Then rotation and position is dictated by the bip 01 center mass. Just tuck the stuff you don't want to use IE arms and head away. Only use spine segemnets for skin modifier.Matt
Edit: Here I dug this out.
#3
The Matthews option is good if you need a different kind of animal, like an alien or something strange that doesn't have a normal skeletal structure.
For really unique creatures, you can create bones. You can make an entire skeleton (like spider), or link bones to a biped. This one is the most difficult method, so its not really recommended if one of the others will work.
02/01/2004 (4:12 pm)
It really depends on how you need the model animated. If you are creating a normal 4-legged animal like a dog ora giant rat, Danny's option would work best, because it is more similar in structure to an actual skeleton (especially especially around the shoulders and front legs)The Matthews option is good if you need a different kind of animal, like an alien or something strange that doesn't have a normal skeletal structure.
For really unique creatures, you can create bones. You can make an entire skeleton (like spider), or link bones to a biped. This one is the most difficult method, so its not really recommended if one of the others will work.
#4
Personly I only use CS if required or just testing somthing. If I were you I would rig it. Unless I was just getting started I used to not be comfortable with IK animation so CS made alot of sense.
Matt
02/01/2004 (7:20 pm)
That one is for a centour (spelling?). Half horse half man. By tucking the arms of the front bip it makes a really good horse too with lots of neck movemnet.Personly I only use CS if required or just testing somthing. If I were you I would rig it. Unless I was just getting started I used to not be comfortable with IK animation so CS made alot of sense.
Matt
#5
02/02/2004 (12:01 am)
Here's a quicky quadruped that I set up using CS 3.4. First, I rotated the entire biped face down. Then I moved and rotated appendages into place. I added an extra leg segment to match the anatomy of a quadruped's hind legs (people often forget this part). I also used a single ponytail segment for the jaw (just moved it there). And, of course, I added tail segments. This type of setup would work well for most earthly quadrupeds. Animals with longer necks, i.e. horses, giraffes, zebras, etc, would only require extra neck segments scaled accordingly.
#6
02/02/2004 (2:58 am)
I like to add that adding the extra segment isn't necessary you can just scale the foot for that and use the tones as feet. But the way Danny did it obvious works to.
#7
I always leave my feet alone. I like to use planted keys and set the pivots so I can get the roll of the foot right. Even four legged animals feet roll a bit.
@ Danny
I know the post is on Biped, But show us a real rig. I know you got somthing fancy laying around.
Matt
02/02/2004 (3:13 am)
I like that one.I always leave my feet alone. I like to use planted keys and set the pivots so I can get the roll of the foot right. Even four legged animals feet roll a bit.
@ Danny
I know the post is on Biped, But show us a real rig. I know you got somthing fancy laying around.
Matt
#9
02/05/2004 (1:46 pm)
Thank you vary much for all the help if I use only bone how will I need to setup the structure of the bone for it to work in torque
#10
02/05/2004 (3:45 pm)
You can use whatever bone structure you want. Just make sure that everything is named accordingly and that you have the correct nodes in the scene as per the DTS documentation.
#11
Matt
02/05/2004 (4:23 pm)
Remember bones naming come with numbers. Bone01 Bone02 ect... Bone 02 will render. I like to rename my bones without a a trailing number. A_Bone0 , B_bone0 .To make sure none of them poke out.Matt
#12
It's also good practice to name your bones based on what they do are affect (ie. left_hand or right_thigh), though it is not required to export.
02/05/2004 (4:30 pm)
Actually its a good idea to rename your trailing numbers on bones because the DTS Exporter can confuse these with missing detail markers (or as actualy geonetry). The best thing that you can do is replace the trailing number with a corresponding letter from the alphabet.It's also good practice to name your bones based on what they do are affect (ie. left_hand or right_thigh), though it is not required to export.

Torque Owner Danny Ngan