Game Development Reference
In-Depth Information
The two skeletal systems for 3ds Max are both useful in game development. Biped
offers pre-made skeletal assemblies that you can modify to fit most game charac-
ters. The Bones system is extremely flexible and can be customized to meet the
needs of any type of character, object, or game engine limitation. If you have a few
of your own characters, try using Biped or Bones to prepare them for animation.
In the next chapter, you will learn how to animate your character.
Questions
1. Rigging a model describes what process?
2. What are 3ds Max's skeletal systems similar to?
3. What are the two skeletal and animation systems found in 3ds Max 8?
4. What skeletal system in 3ds Max has a predefined skeletal system for
two-legged characters?
5. What is a major advantage of using Biped for animating two-legged
characters?
6. What modifiers does Biped use for attaching a skeletal system to a model?
7. What is the COM of a Biped skeletal system?
8. The standard Biped model is more suitable for which type of character—
male or female?
9. Physique uses what kind of system for controlling how a Biped system is
attached to a model?
10. What happens to a vertex that falls within the inner Physique envelope?
11. How can Physique envelopes be adjusted?
12. What is a rigid bind in Physique?
13. Which system has more flexibility for animation—Bones or Biped?
14. Bones are created by placing what?
15. Which modifier does Bones use to attach skeletal systems to a model?
Answers
1. Attaching a bone system to a model
2. The human skeletal system
3. Biped and Bones
 
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