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View Full Version : New to Max Scripting -- Go easy on me! (assigning rotations)


michaelshippy
10-25-2006, 10:07 PM
I'm a Maya/MEL convert, and I'm assembling my first rig in Max. For the forearm twist, since this character is really basic, I'm just using a chain of bones that rotates a little more as you go from the elbow (almsot zero rotation) to the wrist (most of the rotation), which is parented to the main forearm bone. My feeble brain thinks it should be something as simple as:

L_Forearm1.rotateX = L_Forearm2.rotateX/2

...but I know that's not the whole story. For instance, I want to make sure the rotation is in the local coord sys. Is this syntax even close?

Thanks in advance for the help.

[EDIT]

...or, would the Reaction Manager be something well-suited for this? Yet another Max feature I'm just discovering.

michaelshippy
10-26-2006, 07:36 PM
Never mind, I came up with a solution that seems to work, at least so far. I have a dummy object sitting in the same position as the wrist joint and IK handle (it's a child of the wrist joint), and used wire parameters to connect the rotation of the forearm bones to the rotation of the dummy.

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