Creating a basic GUI Rig in 3ds Max
Rigging is an essential process that must be performed in order to efficiently animate a character or object.
A GUI Rig is a simple user created interface within the 3D program to allow the animator complete and accurate control of the model.
This tutorial will be an introduction to creating a GUI Rig in 3ds Max.
For now we will keep to the basics and use wire parameters to create a control for an eyeball.
Open up 3ds Max and create two rectangles in the front viewport - one 10x10, and the other 1x1. Right click on the move button and set all the amounts to zero for both rectangles to centre their position.
What we want to do is make the smaller rectangle the controller, and limit it's movement so it can't move outside the larger rectangle.
Firstly, select the smaller rectangle and link it to the larger controller using select and link. You should now be able to move the large rectangle and the smaller one should move without it being selected.
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Open up Curve Editor by clicking "Graph Editors > Track View - Curve Editor". Select the smaller rectangle and in Curve Editor you should notice it is highlighted in yellow. |
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Right Click on X position and click 'Assign Controller'. A window will pop up, select 'Float Limit' and press ok. |
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Another Window titled Float Limit Controller will pop up. Here you enter half the height of your large rectangle, and this will limit movement to no more than this value.
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Create a sphere and add an edit poly modifier to it. Go to polygon sub-object mode and select all polygons but the front two rings. Under Material ID's of the polygon sub-object mode set the ID to 1. Press 'Edit > Select Inverse' and set the ID of the front two rings to 2. |
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Open material editor (m) and create a new multi/Sub-Object material. Set ID 1 to White and 2 to Black and apply it to the eyeball. |
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Your scene should now look like this. Now we have everything set up we can link the eyeball movement to the controller. |
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If you try and link the eyeball rotation to the controller now, the eye will reset it's rotation to zero and look upwards.
We obviously don't want this so need to tell 3ds Max that it's current rotation position is zero.
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Now it's time to link the eyeball to the controller.
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Repeat the exact same process for the X rotation.
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That's it! You should now have a working GUI rig controlling eyeball rotation. Hopefully this tutorial has shown you how powerful wire parameters can be, and how it can be implemented into various rigs.
You can download the scene here to look at the completed exercise.
Thanks for reading this, and I hope you will find it useful. Tim.