3dsmax: bones vs biped
by T.J. Bynum · in Artist Corner · 02/13/2006 (10:56 am) · 3 replies
I'm wondering if there is any advantage to using the "biped" function vs creating a raw bones version for animation for use with Torque.. or anything else for that matter. Aside from the biped already setup to work like a human figure (assuming I'm working on a 'human' figure) is it just a preference to use either method for character animation???
#2
For more complicated characters like things-with-many-legs and such I usually set up my own rigs. Trying to mend biped into working the way I want to in these situations is just more painful than it is to make a new rig.
But, yep. Bottom line; It's mostly up to what you prefer.
02/13/2006 (12:28 pm)
I generally use biped for 'human' figures... Mostly because I'm lazy and biped works just fine. =)For more complicated characters like things-with-many-legs and such I usually set up my own rigs. Trying to mend biped into working the way I want to in these situations is just more painful than it is to make a new rig.
But, yep. Bottom line; It's mostly up to what you prefer.
#3
02/13/2006 (12:48 pm)
Thanks guys!!!!
Associate Logan Foster
perPixel Studios
The only benefit Biped has over bones right now with Torque is that the stock animations (DSQs) that ship with Torque work best if you use a Biped (specificly the setup that comes with the demo MAX files). Aside from that there is virtually no difference within the game engine.