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View Full Version : Linking Point Helper to bones *max 5*


ivo D
12-06-2003, 02:29 PM
here at my arms i have a point helper, that has attribute, for sliders so i can move my fingers

now when i try to link the helper to my bones ,the bones breake up..

so how do i get it, that it moves with the rig?

kahuna031
12-07-2003, 02:29 PM
I can see no prob with the setup. I did it myself for testing.

How do you aply the rotation to the fingers, by script/expression?
I'll maby have to see the MAX file to be able to help

JeT
12-07-2003, 04:01 PM
hi ivo D,

though it is difficult to tell, linking the helper to the bones could be conflicting with the bones hierarchy, making them all screwed and you have to reload the file to get them back to normal. try creating any new object and linking it to the bones to see if it works at all, if it does then simply create a new helper.

Actually, what could be happening is the bones dont like the helper because it is linked to the fingers through the sliders.. its a silly idea but try adding an object, link that to the bone, and link the helper to that object. (hell none of this is probably going to work! its late! forgives!)

or u could try position constraint the helper to the bone.

As im typing im thinking it doesnt seem to make sense, so unless youre willing to provide a max file for a little while, or be more specific with the problem, me no knows.

hope you get it under control.

ivo D
12-07-2003, 04:56 PM
Originally posted by kahuna031
I can see no prob with the setup. I did it myself for testing.

How do you aply the rotation to the fingers, by script/expression?
I'll maby have to see the MAX file to be able to help


kahuna , i just added a controller to the point helper, (sliders)
set the bones to some specific rotations etc (used comets script,to make the process a little easyer, but with comets script it was even lng to set it all up.


and now it looks oke, but when i move the arms, the point helper doesnt move with it, and when i try to link it to the bones, than the bones brake up. and when i try to attacht the bones again to each other, than it brakes up somwhere else.

Jet : ill try your solution tonight, i hope it works, and yes it does make sence, if it is that he wont connect caus it has the slider propperties in it, than i think it may work , but ill see.

ill give you the file if it doesnt work.. maybe you can find a solution.

thanks for the help gues;)

ivo D
12-08-2003, 05:51 PM
eej, and guess what, it didnt work :S

if you want the file with the problem in it ,to help me out.. just ad me to ur msn. ivo_lightning@hotmail.com

without them attached it works oke to, i can just put the helpers in the cornver of my viewport, but its hell of a lot nice when they are attached to the arms ;)

eek
12-10-2003, 10:38 AM
ivo,

ok here you go.

A: Because the point has sliders added to it (wire parameters, which are expressions). When you parent it to the bones which its controls, creates a loop. This loop cant be maintained and it explodes. Eg.

Bone Y-> controlled by point X -> parent to bone Y makes a loop.

But max doesn’t see this as a loop because it does regard wire parameters as a method of linkage. So it tries to solve the problem, but blows up.

Max only handles linkage in terms of contrants, and parents. Then an error box will appear.

The way to go is finger bone 3 –> bone 2-> bone 1-> parented to point. Point parented to hand. Add sliders to this point which controls its fingers.

The point has to either be the parent or the child. But not both.

If ive got some time tonight ill fix it for you.


eek

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