This command creates
To create a character assembly:
- Create a linked structure of bones or
other objects. The structure can have several chains. You can also
use the linked structure with the Skin modifier, and/or set up character
rigs and controllers as needed.
- Select all objects that will become members
of the assembly.
this method to
add the character-assembly commands to the user interface, and then
choose the Create Character command.
node is created at the bottom of the entire selection, as viewed
in the Front viewport.
- On the Modify panel, use the character
assembly tools to work with the character structure.
The character assembly
is given the default name of Character01, which can be changed.
All members of the assembly are listed in the Character Members
To work with the character
assembly, select the character assembly node and work with the parameters
on the Modify panel.
Character Assembly rollout
Skin Pose group
The Skin pose is
the bone structure pose used by the Skin modifier for associating
bones with the mesh. When the Skin modifier is first applied, the
current bone structure pose is used as the Skin pose. The Skin pose
can sometimes be accidentally altered by animating the bone structure
on frame 0. If this occurs, you can use these options to fix the
You can use these options
both before and after applying the Skin modifier. You can also invoke
these options when any member of the character assembly is selected.
- Set as Skin Pose
Sets the Skin pose to
the current bone structure's pose. The Skin modifier’s envelopes
and vertex weighting are automatically recalculated to work with
the new pose.
- Assume Skin Pose
Causes the bone structure
to take on the Skin pose. This feature can be useful during the
animation phase. For example, if you have animated the character
on various keyframes and want the character to animate back to its
Skin pose at frame 50, you can turn on Auto Key at frame 50 and
click Assume Skin Pose.
- Skin Pose Mode
Poses the character in
its Skin pose and allows the Skin pose to be refined. Changes to
the bone structure when Skin Pose Mode is on will affect only the
Skin pose and not the animation. When Skin Pose Mode is turned off,
the bone structure returns to its pose at the current frame.
When a high resolution
character model is animated, redraw time can slow the animation
process. To speed up your work, a low resolution version of the
model can be used for the animation process, then switched for the
full resolution version at render time. Character assembly objects
can be designated as Full Res or Low Res on the Character Members
- Low Res Objects
Displays only the objects checked
in the Low Res display in the Character Members rollout.
- Full Res Objects
Displays only the objects not
checked in the Low Res display in the Character Members rollout.
- All Objects
Displays all objects
in the character assembly.
Animation for the character
assembly can be saved or reset in this group. Previously saved animation
from another character can also be inserted to the current character
- Insert Animation
- Save Animation
Saves the character assembly
animation in an ANM or XML file. Both file types contain the character
assembly and its animation. An ANM file is a proprietary format
that can be read and saved only by 3ds Max. An XML file formats
the information as XML code, and can be edited with a text editor.
Animation saved as an
ANM file loads and saves faster than an XML file. Saving and editing
an XML animation file is recommended only for users who are familiar
with the XML language, and who have a specific need for editing
- Reset All Animation
Removes all animation from
the character assembly.
Character Members rollout
Allows you to select individual
objects to add to the character assembly.
- Add List
Displays the Pick Character
Members dialog, where you can select multiple objects from a list
and add them to the character assembly.
Removes highlighted object(s)
from the assembly. Bones and objects upon which other assembly objects
depend, cannot be removed.
- Low Res
All members of the character
assembly are displayed on this list. By default, all members are
designated as Full Res objects. To designate a member as Low Res, check
the object on the list. The Full Res and Low Res designations are
used in conjunction with the Display group selection in the Character