Apr 5, 2012

How to Use a Skin Modifier in 3DS Max

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3DS Max is a three-dimensional (3D) modeling, animation and rendering tool developed by Autodesk. You can use it to create 3D models and animations for anything from computer games to movies. If you want to create realistic models, you must be able to bend objects easily and effectively, without giving the impression of artificiality. This is accomplished by using 3DS Max's skin modifiers. You can try the skin modifier by bending a cylinder that contains a few smaller cylinders (acting as bones).

Instructions

    • 1
      Create a cylinder. Use "30" as its Radius, "200" as its Height, "20" as its Height Segments, "1" as its Cap Segments and "26" as its Sides. Place a check mark in front of the "Smooth" option.
    • 2
      Create a second cylinder with a Radius of "25" and Height of "48."
    • 3
      Right-click on the "Select and move" icon and type "0,0" in the "X," "Y" and "Z" text boxes, in the Absolute World section. The second cylinder is now centered at the bottom of the bigger cylinder.
    • 4
      Hold down the "Shift" key and click on the small cylinder. Change the Number of Copies to "3" and click "OK." You now have four small cylinders.
    • 5
      Move one of the small cylinders to the top of the large cylinder, inside it. Place the remaining two small cylinders inside the large cylinder, between the top and bottom cylinders.
    • 6
      Click on the "Modifiers" button and select "Modifier List" in the drop-down menu.
    • 7
      Click on the "Add bone" button and the "Select Bones" window pops up.
    • 8
      Click on the "All" button to select all four small cylinders and click "Select" to apply the skin modifier. The four small cylinders are now controllable bones.
    • 9
      Move the small cylinders to morph the large cylinder. Rotate the small cylinders to rotate different sections of the large cylinder.
 

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