Hey!
So I’ve been trying to correctly rig a character in 3ds max for a few days now.
I think it’s the low poly nature of the model that is making it difficult for me to rig it properly.
The limbs don’t seem to bend, but rather bunch up around the joint.
I apologize if I’m just making a stupid mistake, but this is my first rigging attempt and I’m not super experienced in 3DS Max.
Here’s the weights:

Here’s what happens when the limb is rotated

I shouldn’t have made the limbs so short and thick, but I’ve already done the UVs and a few textures so I’m trying to avoid changing the model too much.
Any help would be greatly appreciated.
Thanks!
Hi mate, I find it easier to have a little animation on the joint that I am weighting, that way all you have to do is scrub the timeline to see the effect that a particular weight is having. Also make sure the mode is set to local when you are rotating the limbs, cant tell if that is or not in the pic you have there!
Are you using the vertices to weight it or just the envelopes? It will be a lot more accurate using the vertices. By changing them while you have the arm bent you should be able to get it morphing just like you want! Let me know if you want more help with anything, I can do some pics when I get a chance to show you if you need it.
Yeah it’s in local mode. It’s rotating where it should.
I also tried automatically weighting the verts and still got the same result.
If you want I can send you the file and you can check it out.
Yeah send it over, have sent you a pm!