Solving Strange Deformations When Rotating Bones in 3ds Max

Published on January 08, 2026 | Translated from Spanish
Visual comparison between deformation with simple hierarchy (incorrect) and correct deformation using Skin in 3ds Max

When Your Bones Decide to Rebel

Nothing more discouraging than carefully rotating your character's knee and in response it shows a deformation that defies all laws of anatomy. 🤯 This happens when we rely too much on 3ds Max's basic hierarchies, believing they are sufficient for organic animation.

Hierarchies vs. Professional Rigging: The Epic Battle

Let's understand why simple hierarchies fail:

A hierarchy without Skin is like a skeleton without joints: all the bones are connected, but they can't move naturally.

The Professional Solution: Skin and Physique

For deformations that don't cause nightmares:

  1. Create a Bone system following real anatomy
  2. Apply the Skin modifier to your mesh
  3. Assign weights carefully to each vertex
  4. Test and adjust the deformations in extreme poses

Common Mistakes That Turn Your Character into a Pretzel

Avoid these deadly sins of rigging:

Fun fact: 90% of horrible deformations occur at elbows and knees. It's no coincidence that they are the areas where errors hurt the most to see. Anatomy is cruel like that. 💀

And remember: if after all that your character still looks like a cheap rubber doll, you can always say it's an artistic style. Who can prove you didn't want its arm to bend like an accordion? After all, abstract art exists for a reason. 🎨

Bonus tip: If your boss asks why the animation has those weird deformations, tell him it's an "experimental study of corporeality in digital space". It works 60% of the time, every time. 😉