3DS Max rigging tutorial for UDK (Export and Import) Part 1

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Uploaded by on Feb 7, 2011

4 Part tutorial on setting up a rig that is close to the same specs as Epic Games.

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Education

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Standard YouTube License

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Uploader Comments (kiory12)

  • WHY? use custom bones and not biped?

    Is there a tutorial that demonstrates doing all of this but with biped?

  • @EmanuelWazar Well, you can use biped sure, but not everyone uses it, so I decided to do this instead.

    In all honesty you could take what you learn from this and apply it to a biped anyway, the biped just replaces the bones in this tutorial.

  • Do you also know how to export a rigged character from one scene and import it into another 3ds max scene? I doesn't work with normal export...

  • @BakkerNils

    Yes, basically you need to load up the scene you want to use the rigged character in, go to import and there should be an option to "merge", select the rigged character you want to merge and voila!

    This is how to do it in 3DS max 2011, it may be different in older versions, but the merge option has been part of max for a while now.

  • @kiory12 Wow! Yesterday I was googling and youtubing how to do that. And you just told me :D Thanks alot mate!

  • @BakkerNils

    Your welcome. :)

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  • One thing I learned is that bones will bend the wrong way if you create them in the wrong viewport. ALWAYS create bones in the "Left" viewport.

  • Good tutorial!

  • Awesome Video!

    I was wondering..

    How are the bones linked to one another?

    Because when I export my rig (which works fine in max) to UDK, my character's feet and arms lie on the ground.

    But when I link the foot bones to the root, it works fine, but I can't move the feet anymore..

    Thanks for reading!

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