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Summary

If you wanted more in-depth information about character engineering in max 4, this chapter definitely gives you a good head start—even if you didn’t have time to tweak all the controls and skinning to make it perfect. It took me about a week to get this going from scratch, but that included a lot of experimenting, pushing the system, finding some bugs and being picky about the outcome.

If you can learn the basic concepts of engineering and what an animator needs and wants, you make the entire pipeline go faster. I asked the animator if he wanted the character to have an auto-centering pelvis or to be able to flip and fly the character through space. I explained why I couldn’t rig both controls because they conflicted in engineering methods, so he chose flipping/flying ability. This set me along a path that had a well-defined goal.


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