So, after finishing the rig, I began the horrible next step: skinning. I hate skinning because it is fiddly, tedious and never seems to work for me.
However, Steve told me about the Geodesic Voxel Binding and Heatmap tools in 3DsMax 2016. These tools are not included in the main download of Max but you can get them if you install the Service Package 1 and then Extension 1.
The Geodesic voxel binding is magic and literally saved me an hour or so of correcting vertex weights. It is included inside the Skin modifier. That is, you simply add a Skin modifier and add the bones (as you normally would). With no settings adjusted, the modifier will attempt to mold the mesh to the bones but is usually very inaccurate.
To use the Geodesic voxel binding you scroll down to Weight Properties, select Voxel and click the little “…” box on the right. Another dialogue box should appear. With this you can control the falloff of the binding and the maximum number of bones that can have an influence on any given vertex (if you leave it as 0 the program will work out if out for you). You can also just the “accuracy” of the binding, 64 being the lowest.
As you can see it has already fixed one of the biggest issues. Of course, it still needs much adjusting. I fiddled around with the voxel binding settings until I found something that worked and applied that to my model at a high resolution. From there I adjusted the individual vertex weights in the problem areas until I had fixed all the issues.
Below is a short video of my skinned model:
After uploading this, I noticed an issue with the belt and the hip moving inwards and clipping through the body. I have since fixed these problems.