Working with the Test Animation

After your initial pass at the envelopes, you can create a test animation for the biped and review the envelope performance. You’ll inevitably find vertices, usually in the hands and feet, that are not assigned or are incorrectly assigned. You can then do manual weighting of the vertices using the 3ds Max 8 Weight Tool to quickly adjust the vertex and bone association.

Create any kind of test animation you like, based on the animation required for your character. If the character is going to be walking, you can use the Footstep animation method is create a fast walk cycle for skinning purposes. If, however, your ...

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