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Hi again, Welcome in this second part.
The next step in our workflow is in Autodesk 3DStudio Max,
we will create an IK-setup,
correct some export issue with the texture,
and create an animation cycle.
As our QUIDAM character is exported, we can save and then close QUIDAM.
They're is no QDM importer plugin for the 64bits release of 3ds Max at the moment,
so we will use a 32 bits version instead
Once the plugin is installed,
you just have to import the file like any other.
The plugin is able to extract skinning and bones information from the QDM,
so we now have a low poly character in 3DS MAX almost ready to animate.
We want to use Inverse Kinematic (IK) to animate our character,
so we will create an IK chain for each leg and arm.
We also want to use IK to animate the eyes movement,
but the rest of the body will be animated in Forward kinematics. (FK)
To ease the selection, we switch to the « bones only » select mode.
As seen on the scheme,
we need two IK chains for each leg,
one from the hip to the heel,
and the other from the heel to the toes.
Each time we use the animation menu
and choose / Iksolver / HI solver.
We need to do the same for each leg.
The second chain controls the rotation of the ankle,
whereas the first one controls the rotation of the Knee.
Now the arms.
As with the legs, we need two IK chains to control each arm,
he first one that goes from the clavicle to the shoulder
and the second one that goes from the shoulder to the wrist.
The first one controls the shoulder position,
the other one controls the elbow bend and the hand position.
Of course we’ll do the same for each arm.
Now we quit the "bones only" selection mode to do some move tests.
After each test, remember to use Ctr+Z to come back to the original pose.
Using the End-effector (the little blue cross) at the ankle
we see that the foot doesn't follow the leg movement.
It remains pointed to the other End-effector on the floor.
We will solve this issue later.
To control the eyes movement,
we make an IK chain between the first and the second eye bone on each eye.
Selecting both End-Effector we can make some eye movement tests.
Now we are going to create a few 2D shapes to control the movements.
We make one circle on the floor,
another at the hips level and others at each "end-effector"
These shapes are "closed",
we need to use "open" shapes to get a correct FBX export.
Remember to always name the object you create!
Align the second circle on the hips.
To open the circles,
convert it to editable spline,
and in sub-object mode, select a vertex and use the "Break" fonction.
We now have 2 vertices, the shape is "open".
We do the same for the other circles,
the next ones will be copies of one of these,
so we do not need to open them too.
For the shoulder,
align a scaled down copy of the circle on the End-effector of the shoulder.
In "sub-object "mode
I copy the circle three times to create a visible [nice] controller.
Copy and rename it for the other shoulder.
Again, align it on the End-effector.
Make another copy of the circle to create the "hand controller"
align it on the End-effector of the second IK chain.
Make a copy for the other hand.
Make another copy for the foot.
Rename it and change its shape so that it looks like a foot.
When you align it to the End-effector,
this time don't use the Z alignment,
check only X and Y,
so the controller stays "on the floor".
Copy and rename it for the second foot.
Now copy both controllers together
in order to create controllers for the second IK chain of each Leg.
To get a better view, I change the colors,
the right will be red, the left will be green,
and the character will use a grey color,
less eye-catching than the pink !
Now for the Eyes,
we copy again the circle, rename it,
and place it in front of the Head.
We make two other circles, one for each eye.
The first controller will lead both eyes together,
the second will be used to control each eye independently.
Align them only in X and Z axis,
so they stay in front of the face for an easier selection.
At least, we copy both feet circles to create the swivel angle controller.
These two aren't aligned to an End-effector,
they control the angle in which the leg will bend.
Like the other one,
rename them, scale them and place them in front of each knee.
Don't forget to save your work regularly!
We now can make the hierarchy between each controller.
First, we select a Leg IK chain,
and in the motion tab of the command panel,
we find the "Swivel Angle target" pick button.
We choose the shape in front of the knee,
the leg moves to align by itself to the controller.
Do the same for the other leg.
To test the effect,
we can bend the knee, and move the circle.
Now we need to select each End-effector
and link them to the corresponding Control-shape.
The Leg IK chain End-effector are linked to the "Foot shape",
the Foot Ik chain End-effector are linked to the oval shape.
Next we link the "oval shape" to the "foot shape"
To test our hierarchy,
we can select the Leg End-effector and move it,
it's the same movement as before,
but if we select the control-shape and move it,
everything moves correctly.
The second controller is used to bend the Ankle.
We proceed the same way for hands and shoulders.
Link the Arms End-effector to the hand control shape,
and the shoulder End-effector to the Shoulder control shape.
For the eyes,
link each End-effector to the corresponding circle shape,
and each shape to the big one,
which controls both eyes together.
We can now move both eyes by moving only one shape.
We want this eye to follow the head movement,
so we need to link this shape to the Head bone.
Now we can complete the hierarchy by linking all controllers :
Both shoulders control shapes are linked to the hips circles.
The hips bones are linked to the hips circles.
Each arms controller is linked to the corresponding shoulder.
Each leg swivel angle controller is linked to the foot control shape
Each foot control shape is linked to the circle on the floor.
The hips circle shape is linked to the circle on the floor.
If everything is correct,
moving the base circle (the one on the floor)
should move the whole character.
All links are on this Scheme.