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View Full Version : Arm popping to world origin problem, Max9


plunq
01-24-2008, 05:37 PM
Hey all,

I've come across a quirky problem that I hope can be solved.

I've made a standard spine and arm, they are linked to a master control spline. The hand is going to be controlled by an ik control spline, simple enough so far. Here's where it gets quirky...

The hand control is parented to a master hand point and the ik is linked to the hand control.

The master hand point is position and orient constrained to another point helper at the same position but linked to the top spine bone.

Now, whenever I move any of the spine bones or the master control spline, the hand control and ik pop to the world origin. When I try to animate the hand control it pops back to where is should be. Everthing has been frozen, no weird linking, no weird values in the bones rotation... why is this happening???

What is really frustrating is that I just completed 3 other rigs with the exact same setup before starting this 4th rig. No problems whatsoever with the first 3... now I can't get this simple rig to work. We just upgraded to Max 9 and these are the first rigs I've done in 9, is this some kinda bug that I don't know about? I've got to get this to animation very soon and have had no luck with solving this.

I've included some pictures to illustrate the problem.

plunq
01-24-2008, 05:39 PM
And here is a simple example of my file...

I've opened this up on several other machines here and same problem happens.

Brain Trepaning
01-31-2008, 04:40 PM
If possible, an obvious quick solution would be to load up a previous version of Max and get the project finished.

Brain Trepaning
01-31-2008, 05:02 PM
That is a bit of a bugger. It's the IK somehow causing the issue. Delete the IK, and all is fine, or add IK to the Spine and it does the same thing automatically to the arm without moving anything.

Brain Trepaning
01-31-2008, 05:11 PM
Another interesting quirk:Move the masterCTRL and the handCTRL snaps to the origin and stays there, but move a Spine Bone and the handCTRL snaps to the origin but goes back to its original position when you are finished moving the Spine Bone.

plunq
01-31-2008, 05:56 PM
Hey Brian,

Thanks for looking at the file, that proves that I'm not just crazy :)

Unfortunately I can't use an older version of Max as we've just upgraded to 9 and my new workstation's 8 license is gone/expired/autodesk wants more money, whatever you want to call it... I can't use max 2008 either since we're sticking with 9 for this project (out of my control).

Oh the joys of max rigging... I would love to find out why this happened. but in the short term the animators get a dumbed down rig to work with.

I also tried animating the controls to see if it was just weird playback but the keyed animation pops around too.

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01-31-2008, 05:56 PM
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