User talk:Jaekwanpark

3D Character Rigging & Animation
This page is about how 3D tool users rig their 3D character for animating or acting.Many developers and designer would use this program for their work. This days, it is used broadly in various industries, such as architecture, games, design company, kids entertainment, e-book business, broad casting station, film production, and advertising. Especially, this page indicates with regard to the efficient rigging method.

3D tools & Design
If you have your own drawing or picture to make the 3D creature by using the 3D tool, you are ready to make the character you want. Using another modeling tool or this tool, you have to make the creature. Design is also important for the output. Before making the creature, you have to consider fully what it will be formed. For example, if you want to make 3D girl character, you should consider the clothing, hair style, life size, skin color and etc. This page shows the girl character because it is almost useful for improving the rigging skill-human being must be harder than other creature. 3DS MAX provides many modeling style, such as polygon, mesh, patch. But the polygon may be effective to make or create the character. Creating by the polygon generally begins with a cube diagram, and this style is the way that the segments have to be gradually added as much as designer wants.

Creating 3D Character
This page will dead with various aspects. 3D character is used in simulation, animation, computer game and movie. First, movie producer can use 3D character instead of actors who cannot perform the scene, or the scene needs many extra actors, which is a purpose to reduce the expenses. Second is the use of the simulation which provides performance so that the manufacturer can consider the project or the product before they make the real product. Third, computer game and animation companies compete each other to make the attracted characters because their 3D character is used as a advertising of the product so they publish the character commodity which is used not only in clothes and sticker goods but also as dolls.

Rigging Steps for 3D Characters

 * First Step
 * Make bones or Biped bones for putting into creature first. If the model is a human or form of human will be easier than other creatures. And it can use the Biped for rigging easily at system menu in the create bar. The types in the Biped style are four types, such as a skeleton, male, female, and classic. The skeleton looks like a skinny man’s skeleton. The male and female are similar with clothed human. The last classic is just box type. Its each bone is simple to put together for rigging. Especially fitting fingers with bones is difficult and important because the part needs many bones and it is smaller than other part’s bone. While putting together, display mode for the bones is useful to assemble into creature’s feature.
 * Second Step
 * Apply a skin or physique to the creature at modify menu to make one with bone. This step is to binding together so that rigid bones can control the 3D squashy and pliable creature model. After having application to the skinning work, the 3D creature is moved or acted by the bones. This skinning work has several steps in detail and Designer should know to handle the skin or physique menu options. Each vertex must be bound with a suitable bone. If some part of the 3D model is expanded strangely when the bone is rotated or moved, it must be wrong and needs to fix it.
 * Third Step
 * The last step is to checking the flexible 3D creature model whether it is moderate or not. Most creatures’ joint is limited to move or rotate in their body. It indicates that the 3D character can act within the limited boundary. In the sphere of joint activity, Designer have to fix the vertex with giving some proper actions at each frame that is using animation tool bar. For example, Designer can animate the 3D model on each frame. While 3D character is animated, it may be spread their legs, arms, and bent the waist. It seems fun but this step is very crucial before making real animation task.

Tips & conclusion

 * After all these steps, Animator or Designer are ready to animate the character. This part will provide some tips for the efficient and useful work before animating. First is way of liking equipment. If the 3D model has a sword and shield, it doesn’t need to skinning or physique work. It will be different from each Game engine but normally the way to equip some items is the same. Designer just needs to link the items to each part’s bone. For instance, sword can attach to right hand and shield may be suitable in the left hand or the left forearm. Also, glasses and earring can be linked head part’s bone. The most important thing for attaching the equipment is that the items cannot be flexible or pliable things and it should never move from the linked bone. Lastly, even though the skinning is not perfect that designer can realize while they are working, modify the wrong skinning part in the course of the animation working. Then, the last file after the animating work will be perfect and better than the first skinning result.