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3ds-Max Tutorials » Human Animals » Panda 

This tutorial is the last of Kung Fu Panda tutorial series. After all hard work from modeling, texturing, rigging, and skinning, now ready for final lesson. You will create animation for our Kung Fu Panda model. This time you will use motion capture data to create animation. Motion capture (mocap) data is animation data stored from capturing real actor movement. We can re-use this animation data to any object, like our Kung Fu Panda model. Using mocap, you can create animation in a minute

Have you seen Kung Fu Panda The Movie (2008)? It's the story about a lazy, irreverent slacker panda, named Po, who is the biggest fan of Kung Fu around. But unwittingly Po becomes the chosen one when enemies threaten the village he lived in. In this tutorial you will learn to create Po model, low poly model version. Don't compare the model you will create with the real one you saw in movie. I simplified many things. But at least you'll understand how to create one. I planned to create Po character from modeling, texturing, rigging and skinning, also animate him. So let's prepare for the first one: modeling.

After you model and texture Po, character from Kung Fu Panda The Movie. Now, you can rig that panda model. Rigging is the process of placing skeleton system inside a mesh. There are 2 types of "skeleton" you can use in 3dsmax: Bones and Biped. Bones is usually used if you want to create bones manually. Otherwise, Biped is like a pre-built skeleton system. It's quick and fast to use. This tutorial will show you how to apply Biped to our Kung Fu Panda Model!

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