Time for action - creating your own skinned character
In this example, we will create our own skinned character asset that we will rig to the default skeleton. We will then export and test this within the Sandbox Character Editor.
Locate the
.max
file named SDK_Agent.max stored underobjects\Characters\agent\
in the downloaded example files.Open the scene.
The assembly on the left-hand side of the following screenshot is the Live Deforming Skeleton. It is, at its core, a 3ds Max Biped system with some extensions added. The deforming skeleton is the typical starting point for all characters as it is responsible for many tasks. Let's see some of its tasks:
It deforms the render meshes of the character based on the skinning information.
The actual geometry of the bones in this skeleton will be used for the hit detection and physics for an active or alive character.
Materials applied to the deforming skeleton are also used for hit detection, and can be used to apply physical impulses or to read...