3ds Max Thor's Hammer Rig: Advanced Squash & Stretch and Twist Tutorial

In this video, we’re taking on a professional challenge! Many of you have seen the impressive Mjolnir rig by Agora Community in Maya. I decided to prove that 3ds Max is just as capable (if not more!) and recreated that functionality with my own custom improvements. We’ll dive deep into creating a "squashy" and "stretchy" rig for cartoon-style animation—from automated handle twist to a dynamic speed trail. 🔗 Download:   / miotoon   Credits & Music: Inspiration: Original Thor hammer rig by Agora Community — agoracommunity.com (Big respect to the team for the amazing reference!) Music: Music from #Uppbeat (free for Creators!): uppbeat.io License code: DM985BDOBLDQMBPM In this tutorial: ✅Handle Rig: Setting up Squash & Stretch and Twist using Float Expression for automated centering. ✅Hammer Head: Creating a dynamic "Follow" toggle using Wire Parameters and Constraints. ✅Strap & Speed Trail: Rigging the mesh for motion effects and setting up a hierarchy via points. ✅Skinning Secrets: Why using Points is more efficient and cleaner than standard Bones for this setup. Detailed Timestamps: 00:00 Welcome and Thor Hammer Challenge 02:55 Model Topology and Texture breakdown 04:11 Reference Analysis Agora Community 04:59 Creating and Setting up Helpers 05:57 Creating and Setting up Controllers 07:19 Creating and Setting up COG and Global 08:01 Linking, Hierarchy and Freeze Transform 08:53 Analyzing Handle Rig Mechanics 09:48 Creating Groups for Float Expression 10:09 Float Expression The start plus end formula 12:45 Look At Constraint and Orientation Fix 14:32 Creating and Setting up Handle Spline 17:07 Skinning the Handle Spline 18:50 Flexi Line: New vs Old Version 22:12 Rigging the Main Head Controller 23:54 Grouping, Position and Orientation Constraints 25:04 Attribute Holder and Wire Parameters Setup 27:09 Points Placement, Controllers and Alignment 30:35 Master Controller for All-in-One Stretch 32:25 Locking Transforms for Head Controllers 33:50 Grouping for Stretch and Twist Automation 35:04 Float Expression: Automated Midpoint Spacing 38:55 Float Expression: Automated Twist for Midpoints 42:26 Global Twist Automation for All Controllers 46:06 Adding Micro-Controllers for Secondary Deformation 50:15 Applying Float Limits to Micro-Controllers 53:22 Creating Side Controllers for Advanced Shaping 58:14 Strap Rigging: Creating Point Helpers 59:59 Global Strap Controller Creation 01:02:47 Strap Hierarchy: COG Link and Constraints Setup 01:05:04 Creating and Setting up Strap Micro-Controllers 01:10:19 Rigging the Speed Trail Mesh 01:11:29 Creating Global Speed Trail Controller 01:14:14 Dynamic Trail Rigging 01:16:05 Dynamic Trail: Position and Orientation Constraints 01:19:20 Creating Points, Controllers and Alignment 01:23:38 Fixing Hierarchy Bugs and Re-wiring Parameters 01:27:49 Skinning Tips: Bone Prefix and Envelopes Setup 01:29:33 Skinning Result: Deformation and Weight Test If you found this breakdown useful, please support the video with a Like and Comment! It’s the best motivation to create more high-level tutorials. #3dsMax #Rigging #Tutorial #SquashAndStretch #ThorHammer #Mjolnir #Animation #3DModeling #AgoraCommunity #CG #VFX #3DAnimation #Uppbeat