I decided to create my first auto rigger script which is based on Biped, I had a look around at other 3ds Max scripts which all seemed to be based on moving Helper objects into position before creating the rig, whereas I wanted to be able to interactively resize the bones of a character using the scale gizmo before creating the rig.
I’m currently not planning on adding features like overall scaling and squash/stretch, the script is meant more for games, but this could change when I develop more of the rigging systems.
Rigging features that I am planning to add include: IK/FK limbs, IK/FK blending, IK/FK snapping, triple-IK foot, Biped-like spine rig and a lot of custom attributes so that, for example, the fingers can be rotated in using spinners/sliders in the modify panel.
Unlike Biped, you can still use all of 3ds Max’s native tools like the Curve Editor, Set Key and Auto Key.
Hi, it’s quite a sneaky trick I’m using. I did quite a lot of test to figure out how to do it - basically I’m using List controllers to wire the scale back to another controller (in the List controller) which cancels it out while at the same time wiring it to the width and height of the Bones. For the length, I use the X scale to multiply the X position of the Bone’s child; so when the scale is 0.5 the child moves and the parent’s length is halved. I also noticed that not all List controllers are the same, Scale List controllers are multiplicative whereas Position List controllers are additive for point3 values, I used Float List controllers which are additive for float values.
I’ve got the Bone mirroring working and I’m going to add some options to save and load preset rigs, create extra Bones (for things like pouches) and make the Skin modifier be instanced on to every section of a character (if it is made of several pieces) - I’ll upload another video on Vimeo when I get some/all of those things done.
Hello, I just uploaded my second update video to Vimeo. I’ve still got a bit of work to do but I’ve updated a few things, shuffled the UI around and added some new functionality. Hope you like what I’ve done so far!
Hi Harry,
Are you intending on releasing your rig to the world?
It seems like it has some great options for squash-stretch volume retention.
Cheers Nick
The reason I started creating the script was simply to improve my MAXScript skills and hopefully get noticed by a kind recruiter, I certainly don’t have any plans of selling the script - I’ll probably give it away.
As for squash and stretch, I know how to do all that stuff but I’ve never scripted it, I had intended that the script would be focused more towards games but I’ll see how it goes.
I should be in a position to release a third update video soon which will be the last video before I start scripting the actual rig.
Hello, I just uploaded the third update video to Vimeo. This one includes the ability to load and save rig presets, merge character meshes and twist bone visualisation as well as some other subtle changes.