Using the IK Tab

Posted Dec 2, 2012
Last Updated Dec 2, 2012

These articles give information on using the IK tab for your models. You can utilize the IK functions to control things pertaining to $collisionjoints and $jigglebones (among other things). You can access these tools by clicking the hierarchy tab in the command panel and then clicking the IK button.

Making $jigglebones in 3ds Max for Source

Posted on Feb 12, 2012 | Last Updated Jan 18, 2015

$jigglebones are bones that can automatically generate secondary motion without being animated. Making a $jigglebone in WWMT requires you to use the hierarchy tab in the command panel, which may be a new area for less experienced modelers.

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Making Ragdolls in 3ds Max for Source

Posted on Feb 12, 2012 | Last Updated Jan 18, 2015

Making a ragdoll requires you to use the hierarchy tab in the command panel, which may be a new area for less experienced modelers. Watch the video here to get a basic overview of how to make a ragdoll for Source.

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ragdoll, collisionjoints, ik tab, joints