Mahlon
03-25-2003, 07:35 PM
Using Max 5, CS4, I'm just beginning to think about how to to get a kind of stretchy bone in the arms and legs the way Michael Comet's character rigger works. I'm not a real rigger, and certainly not a scripter, but I was able to understand and replicate his method which uses position scripts on the x axis (length axis) of the bones being 'pulled'.
Now, would it be possible to replicate this kind of method on a CS biped skeleton by using the sub-animation position controller?
The reason I am wanting to do this is because, first, the way Michael C. has it is very intuitive to animate with, and second, because I am running into the problem that you can't collapse the 'scale' sub-animation track into the .bip file so that the animation can be used in the animation mixer --which is important for this animation. If I could do that, I'd just use scale to create the stretching.
You can collapse the position and rotation tracks, though, so that's why I'm thinking in along these lines.
Anyone with experience scripting stuff for biped. Does it use the same maxscript conventions as regular flava maxscript? Is what I'm asking even possible on a biped?
Thanks,
Mahlon
Now, would it be possible to replicate this kind of method on a CS biped skeleton by using the sub-animation position controller?
The reason I am wanting to do this is because, first, the way Michael C. has it is very intuitive to animate with, and second, because I am running into the problem that you can't collapse the 'scale' sub-animation track into the .bip file so that the animation can be used in the animation mixer --which is important for this animation. If I could do that, I'd just use scale to create the stretching.
You can collapse the position and rotation tracks, though, so that's why I'm thinking in along these lines.
Anyone with experience scripting stuff for biped. Does it use the same maxscript conventions as regular flava maxscript? Is what I'm asking even possible on a biped?
Thanks,
Mahlon
