Low Polygon Character Generation using 3DSMAX 1.x or 2.0

This is a tutorial which continues on from Tutorial_1, on how to implement a bone structure using Biped, which is a tool which works alongside Physique, which are part of Character Studio.

Fig 1
Step 1: Before we being, it is presumed that you have successfully completed the previous tutorial. Now, maximize the front viewport, click on systems in the command pannel and select Biped. The Biped rollout appears.
You are now required to created the Skeleton. Start from the centre-bottom of the mesh, and drag the mouse until you reach the top of the head.

Fig 2
Step 2: Now comes the tedious task of fitting all the bones to fit the mesh. First off, make sure you are in Figure Mode, then Non-Uniformly scale your bones starting from the pelvis, down to the feet, and work your way up to the head. Remember that the bones don't have to be an exact match, they just need to roughly outline the general shape of the skeleton. The most important parts to allign are the knees, ankles, neck, elbows and hands. Your finished skeleton should resemble the one in fig 2.

Fig 3
Step 3: Now that you have fitted the biped to the mesh, you need to play around with Physique, so that the biped actually deforms the vertices accordingly. Select the mesh, goto the Modify panel, click on More .. and select Physique. Click on "Attach to Node". Your cursor will change into a little stick figure, move the cursor over to the pelvis of the biped, click to select. Physique will draw the skeletol nodes in orange to indicate that you performed the above correctly. Thats it!
You can finish up this little excercise selecting BIP01, entering the Motion Panel, and load an existing animation which you recieved with Character Studio. Something simply like WALK.BIP would do nicely. In future tutorials, i'll cover how to modify the amount of control Physique assigns to each bone, and what effect they have on the mesh.

You can download the mesh complete with a skeletol system and a short walk sequence here.