So i'm fairly new to 3ds max as far as it comes to using it to makes games, though i've known it existed, but I haven't used it much. But i'm trying to work on creating and animating a character for a game i'm making, but i'm having trouble doing that. I tried using one method of rigging where I use dummy objects and outside controls to rig and animate the character, and then use the link tool, but after a bit, whenever I move the arms or body around to test out the movement the character starts abnormally stretching and gets misshapen at his arms/body/legs depending on what i'm trying to rotate/test, and of course I don't want this to happen. I have tried re-linking and linking in different ways, but nothing has work. I tried to use bones, but I have no idea how those work, and I don't really feel like paying money for a course to teach me. Does anyone know any great/industry standard rigging styles/methods I could use? I know a lot of industry standard rigs use high poly meshes, but the current one i'm trying to rig is a low poly mesh, although I would rather to be able to transfer it over if I need to rig a high poly mesh. Also i'm using 3ds max 2018, and I plan on porting this over to unreal engine 4, so it'd have to work with that. Thank you so much for your help!
We're all about rendering with Arnold here. You should go over to the 3ds Max Animation and Rigging forum...