This chapter discussed how to rig your character using 3ds Max's biped feature. Using the prerigged biped, you can quickly add a skeleton to the character that moves just like the actual body moves. After you positioned the biped in place under the Hicks mesh, you learned how to bind the skin mesh using the Skin modifier. The Skin modifier lets you control the envelopes around each bone to determine which vertices move when the bone moves. The chapter concluded by setting Hicks into a root pose. The next chapter moves into animating the Hicks character using the biped skeleton.

Figure 7.28 Create a root pose by moving the bones of the Hicks model.

Vision is the art of seeing the invisible.

—Jonathan Swift

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