Small Rigging tutorial to help you add stretching to your spine for that stretched feeling in Maya
seen from United States

seen from Malaysia
seen from China
seen from China
seen from China
seen from United States
seen from United States
seen from China

seen from United States

seen from Netherlands

seen from Sweden

seen from Türkiye
seen from United States
seen from Netherlands
seen from Vietnam
seen from United States
seen from Hong Kong SAR China
seen from Taiwan
seen from United Kingdom

seen from Germany
Small Rigging tutorial to help you add stretching to your spine for that stretched feeling in Maya
Did it ever bother you with all those bendy straw elbows in 3D animation? Well, here's a cure, especially for those of you who, like me, hate blendshapes. The different types referred to here is the bind method on the Maya skincluster, which can be changed at any point.
Step 1; model your character with some bend already in them (this is the only part that doesn't really translate to doing this for knees) Step 2; neither of these are ideal Step 3; Use the weight blending to sculpt the joint deformation.
Dual Quaternian skinweights have a great ability to retain volume, especially along limb twists, but why do we not use this bind method more often? Sometimes you will find these weights to be too extreme and bulgy, but may be excellent on a low poly character. A more real limitation, if a vertex is weighed to more than two joints, the rotation gets funny if the joint is scaled - so if your production required you to scale your whole character, this is out. For Bäckanäcken I was very adamant about getting the character to the correct scale from the get-go, meaning Fabian here is 195 cm tall in Maya as he would be in real life and I always keep my pipelines to scale. This can be a limitation if you want to cheat with the camera, but we never really had problems.
Random rigging tip for trueSpace. This is for Anchored Loop branches. A quick guide to rigging and animating an Anchored loop bone branch. handy for double jointed parts. If you don't set the default animation keyframe track (single matrix keyframe, non-additive, pass through off), then nor animate in additive: it will EXPLODE your mesh, parts flying everywhere (ones that are attached to bones). It's a terrible mess:
If you have an anchored loop of bones (anchor one end, then the other with free joints in the middle), the IK handles will EFF things up and make them pop when animating. Best to make the handles in FK (logically).
Rigging in Autodesk 3Ds Max Chapter-1
Hi all, This is the very first chapter of the rigging tutorial in Autodesk 3d max. In this tutorial we will learn how to create a ready to animate character rig in 3d max. To rig the character we are going to use the bone system in max. In the first chapter we will learn how easily we can create the spine bone with few clicks in max. Hope you will enjoy the technique.
http://www.cakewalkcg.com/tutorials/3ds-max/rigging/1-rigging-in-3ds-max-chapter1