How to rig the arm.

The most common and easiest approach is to create three bones, one for the upper arm, one for the forearm, and one for the hand. This will work fine in many cases, but if you want your character to look as good as possible while animating, then you'll want to go with a more complex approach. The reason that the basic approach doesn't look as good as more complicated rigs is because when the hand rotates from side to side, the forearm stays fixed.

Look at your hand and rotate it from side to side. You'll notice that the wrist rotate right along with the hand, but as you go down the forearm the rotation becomes less noticable. And if you look at your elbow while your hand is rotating, you'll notice that it doesn't twist at all. So basically we need some way to emulate the lessening of the twist down the arm, and using one bone for the forearm doesn't do that.

So here are the different rigging techniques I know of.
 

Technique
Pros
Cons

The basic three bone setup.

*Click here for step by step instructions.

• Very easy to create. • The skinned model doesn't deform well around the joints, especially the wrist.

Create two extra bones in the forearm to act as the radius and ulna in a real arm.

*Click here for step by step instructions.

• The forearm bones behave in a more natural way when the wrist is turned. • More complicated setup.
• It's hard to get the skinning to look right in the forearm and wrist areas.

Use the "wrist twist" method, where the forearm is broken up into smaller bones so that the forearm twists more naturally.

*Click here for step by step instructions.

• Easy to skin with this setup.
• Results in a natural looking wrist motion.
• You have the option of using fewer bones to save on memory, or adding more bones for a more natural look.
• Takes longer to wire the bones properly.
• Requires some math :).

Use the new Max 5 SplineIK Solver with multiple bones in the forearm to twist the wrist.

*Click here for step by step instructions.

• Has all the benefits of the method above, but is quicker to set up because you only need to use wiring once. • Doesn't work on older versions of Max.

Add a biceps bone so that the biceps area of the mesh will bulge and contract as you animate the character bending its arm.

*Click here for step by step instructions.

• You can achieve fairly realistic muscle movement without the need for modifiers or deformers. This is very important when exporting characters to a game that doesn't support anything other than assigning vertex weighting to bones, such as Unreal Tournament 2003. • Requires a bit of extra set up time.
• Adds a bone (or more) to the overall bone count, which will increase the memory requirements for the character.

You can also take each of these setups one step further and turn them into a combination IK/FK rig. I'll tackle this at a later date.

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