Advanced Techniques for Animating and Cloning Movements in Bone Chains in 3ds Max

Published on January 08, 2026 | Translated from Spanish
3ds Max view showing a hand with bones, Track View with animation curves and wiring parameters visible
Title Advanced Techniques for Animating and Cloning Movements in Bone Chains in 3ds Max 300-character Summary Master working with bone chains in 3ds Max: learn to animate individual elements like phalanges and clone their movement to other bones, plus set up master controls for coordinated animation. Image Alt Text 3ds Max view showing a hand with bones, Track View with animation curves and wiring parameters visible 6 compound keywords separated by commas 3ds max bone animation, clone bone movement, animation controllers, wire parameters, finger animation, track view curve editor Article Category 3D Animation Canonical URL https://foro3d.com/articulo/tecnicas-avanzadas-para-animar-y-clonar-movimientos-en-cadenas-de-huesos-en-3ds-max.html HTML Code

Master the Coordinated Dance of Your Bones in 3ds Max 💃ðŸĶī

Have you ever meticulously animated each phalange of a finger, only to realize you need to repeat the same for the other four? In 3ds Max, each bone is a diva that jealously guards its animation keys, but with these tricks you'll make them all dance to the same rhythm without losing your sanity.

"Efficient animation is like conducting an orchestra: sometimes you need independent musicians, other times everyone playing the same score"

Bone-by-Bone Animation (the Traditional Method)

For when you need millimeter precision:

  1. Select only the bone you want to animate (e.g., phalange)
  2. Activate Auto Key and rotate the bone at key frames
  3. Watch how the keys appear only on that specific bone
  4. Repeat the process bone by bone (and prepare for the tedium)

Smart Movement Cloning

To replicate animations between similar bones:

  1. Open Track View - Curve Editor
  2. Locate the rotation tracks of the animated bone
  3. Select and copy (Ctrl+C) the keys
  4. Paste them (Ctrl+V) on the equivalent bone of another finger
  5. Adjust the curves if the local orientation is different

The Pro Method: Master Controllers

For coordinated animation without manual copying:

Why Does It Work This Way?

3ds Max treats each bone as an independent entity because:

On foro3d you'll find example rigs with these systems already implemented. Because we've all spent hours copying keys until we discovered the power of master controllers. âģ

Real Production Tricks

As veteran animators say: "The time you invest in good controls, you save multiplied in animation". Now go and make those fingers dance in perfect sync. 💃🎭