Step
1
Usually
you would simulate the bulging of muscles with the Morph Angle
Deformer in the Skin modifier, or a Reactor controller
used with a Morpher modifier. With those techniques you
can usually get more control over exactly how you want the muscles
to deform as the character bends its arm, but there are times
when this bone setup is preferred. First, it's easy to set up
and you can quickly assign the vertices when skinning to get good
results. Second, some game engines don't support using the Morph
Angle Deformer or any modifiers to move the vertices of the
mesh. Everything depends on assigning the vertex weighting to
one or more bones. If this is the case, then your only option
when it comes to bulging muscles is using a extra bone or more.
We'll
start by using the arm rig from the first
lesson.
Add
a bone in front of the upper arm bone to represent the biceps.
Max will automatically add the nub bone when you right-click after
creating the biceps bone.

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Step
2
Link the biceps bone to the upper arm bone.

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Step
3
Create a point helper

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Step
4
Move
this helper to about the upper quarter of the lower arm bone. This
more or less represents where the biceps connect into the lower
arm. Make sure it sits inside the lower arm bone widthwise, and
not off to the side.

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Step
5
Link
the point helper to the lower arm bone.

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Step
6
Now
go into the Position Controller of the nub bone on the biceps
bone, and click on the Assign Controller button.

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Step
7
We're going to assign a Position Constraint to this bone.

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Step
8
Use
the Point you created as the Position Target.

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Step
9
Turn
on Keep Initial Offset.

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Step
10
Now
go into the Rotation Controller of the biceps bone and click
on the Assign Controller button.

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Step
11
Assign
a LookAt Constraint to this bone.

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Step
12
Use
the point helper as the LookAt Target.

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Step
13
Turn
on Keep Initial Offset and dial down the Viewline Length
to 0. You don't need to set the Viewline Length to 0
for this to work, it just cleans up the viewport because we don't
need that extra line there for any reason.

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Step
14
This
is an extremely important step because this is where we tell Max
to make this particular bone scalable. If you try moving the IK
Goal right now you'll notice that the biceps bone doesn't really
do anything except move with the arm, it doesn't squash and stretch
like a muscle would.
Go
into the Character menu on top and bring up the Bone Tools
window. Turn off Freeze Length, which will let the bone
scale along its length as the arm bends. And change Stretch to
Squash which will force it to keep it's volume as it scales.
Try bending the arm with the Scale option turned on to see
the difference.

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Step
15
That's
all folks. I've added some fins onto the biceps bone here so you
can see how it squashes as the arm is bent. And below I whipped
up a quick arm shape and applied it to the bones so you can see
how an actual mesh would deform once skinned to the bones.


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