View Full Version : Spine IK Problems in Max
Sandpiper 04-19-2003, 02:52 AM I'm doing a tutorial in max 5.1 for rigging a character and everything was going well until I linked a couple of shape controls to the helpers of the spline ik. I followed the tutorial exactly that max offers and it says to try moving the shape controls to move the spine however I want. I move it in the x, y, or z direction and it doesn't move until about 30-45 seconds later. I'm running this on a 2 ghz 512 mb machine so that shouldn't be a problem.
Any ideas on how to get it to respond more dynamically and instantaneously? Is there a setting that I'm missing somewhere forcing it to think too much?
Please help me as I'm trying to get my lil' chickwalker rigged.
***can a mod move this post to the character rigging section***
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tubby
04-19-2003, 04:14 AM
i think it has to do with the fact that the spline ik creates a hd solver when you create it. i think this creates the drag you are experiencing. if you create an ik spline from scratch, ( make a bone chain, a spline, select the parent bone(the beginning of where you want the spline ik to start) and then go under animation tab/ik solvers and choose spline ik solver, choose the top of the chain and then the spline). this should create a spline ik that is HI, and should fix the problem. hope this is the answer your looking for:)
Sandpiper
04-19-2003, 04:31 AM
Tubby thanks for the suggestion. I was able to fix it by discovering that I had some linking issues going on in the spine bones and helpers that were screwed up. I'll keep your idea in mind for the future. I'm still trying to understand the basics of rigging as I go here....
tubby
04-19-2003, 05:03 AM
hey no problem, glad you figured it out.:) good luck on the rig, i remember seeing that model,looks great!, it looks like a fun character to animate, hope to see it moving!
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