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Training 3d studio Max creation of bones

animated with 3ds Max, a character that is of a biped-incompatible format must have its own bones in order to apply the modifier skin.
Here is an image created from a character modeled in 3ds Max which tells us
in which direction to create our bones. As well as the use IK Chain.

Usually the first bone created in order will be the least moved.
The first bone is the parent of the next.

Training_3ds_max_tutorial

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