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View Full Version : Rigging Tails's tails.


bozo3
03-06-2005, 06:54 PM
Hi. I'm a bit of a newbie using 3D studio max 6. I'm trying to rig this model of Tails i've made:
http://img226.exs.cx/img226/6615/upload8wd.th.jpg (http://img226.exs.cx/my.php?loc=img226&image=upload8wd.jpg)
I've got everything but the two tails done. I need help in finding a way to rig that allows for lots of movement in every direction. I want a way of moving the tail as if it were a rope in zero gravity. HD and HI solveres didn't give me the results i wanted, but maybe i used them wrong.

If you can a give any advice i'd be so greatful. :)

AsaMovshovitz
03-07-2005, 01:13 PM
hi,

try using spilne ik, and personally i would use less bones

marktsang
03-07-2005, 02:50 PM
wow man thats way too many bones in the tail 3 - 4 should be loads for that type of model.
to animate it i would use just normal fk bones, or you might look at using a separate ik chain for each bone and add a spring controller to each (takes more setup that this but you can look into that yourself) to add some secondary movement which you can work on top of

mark

Harvey
03-08-2005, 06:41 PM
For that particular model less bones, and FK all the way. Anything else would probably just be overcomplicating the matter.

bozo3
03-10-2005, 10:58 PM
Thanks everyone! I've done as you said. I greatly reduced the number of bones (4 in total) and have used spline IKs.

One again thanks for all of your input :)

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03-10-2005, 10:58 PM
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