To Use Objects as Bones

You can use arbitrary objects such as cylinders or boxes as bones, controlling their animation as if they were bones in a bones system. You can apply an IK solver to the boned objects.

Use objects as bones:

  1. Decide which objects to use as bones and link them together into a hierarchy.
  2. Select all of these objects.
  3. Choose Animation menu Bone Tools.

    This opens the floating Bone Tools dialog.

  4. On the Object Properties rollout, turn on Bone On.

    3ds Max now treats the selected objects as bones.

  5. Select the object to use as the start of the IK chain.
  6. Choose Animation IK Solvers HI Solver.

    You can choose a different IK solver, but the HI Solver is the preferred choice.

  7. Click to select the end of the IK chain.

    Now when you transform the boned objects, their movement is governed by the IK solver and their geometry can squash and stretch during animation.