Once I had uploaded the torso to 3DS Max I added bones to the right arm using the bone hierarchy. Once the bones were in the right place (slightly bent) I modified them by adding side, front and back fins. By manipulating the fins I was able to fill out the bones on the mesh. Once this had been repeated on the left side of the torso I gave the mesh movement by adding an IK Limb Solver to the arms. This enabled me to move them around freely.
To apply the bones to the torso object I selected the torso and under the modifier list I selected skins. By clicking add it brought up a list of all of the bones that I had created previously. I then added a single bone to the centre of the torso and manipulated the fins in the same way as I had done with the arms. To avoid the arms forming a strange bend when being moved I was able to edit the envelopes.



