Throughout this 3ds Max tutorial, we will take a look at how to create an animation rig with automatic controls for cars and vehicles in 3ds Max. This tutorial will cover the creation and implementation of a car rig in 3ds Max. We will look at the creation of a generic animation rig and then expand on this by adding automation and terrain attachment controls. Software required: Autodesk 3ds Max 2011 SP2.
With a background in graphic/multimedia design, 2D/3D animation, and computer technology, Stewart has been lucky enough to work with a number of studios, and for various media ranging from print, education, video games, TV broadcast, commercials, and feature film.
Introduction and Project Overview (Introduction) Hi, and welcome to another creative development series brought to you by Digital-Tutors. My name is Stewart Jones and I'll be taking you through how to rig a car in 3ds Max. Now, car rigging's pretty interesting. You can make this really, really basic, or you could make it really, really complicated. So we're going to look at how we can put this into a hierarchy just to get started. Look at some basic car reference to get an idea of that chassis rolling and leaning and how everything fits together as the car is in motion. We're going to put some controls on there for the animators to grab hold of. We'll take a look at an animatable pivot that's already built into 3ds Max that you may not know about. We'll then take a look at changing how we rotate the wheel, so we'll give the animator control over how they can rotate the wheels. Then we'll go put this on a path control, sort of a constraint system, and then we'll get an auto wheel rotate there as well with animator control over the top. We'll look at limited controllers, and we can do that on things like getting those tires to squash. So, we can add more weight onto the tires by making them squash down. So if the car's on whatever surface it's on, we can get that to squish and make it feel like it's really heavy. And finally, we can get the car to actually stick to a surface and simulate having some form of suspension and different dynamics to get the chassis roll. So, we'll look at all of that, so let's get to it.