Scairp
01-29-2008, 10:52 AM
Hi all,
I'm having a problem with a rig I've just finished skinning my character to & am now setting up IK controllers for. If you know what's wrong here, please help!
My question is:
Does anyone know how I can drive a wire parameter, (or float expression), from a bone's rotation that is controlled by an IK chain?
Details of my scene:
3DS Max 9
Max "Skin" modifier
Muscles created using Max bones driven by joint Euler rotations, via wires & float expressions.
What I'm experiencing:
While setting up my IK & control objects, I've discovered that the wire & expression values are not being driven by joints unless they are directly animated. While I've found a workaround for orientation constraints (with more wires), this has been giving a severe headache when it some to IK.
I've tried instead to connect the wires to the "Preferred Rotation" controllers that the IK creates on the bones, but the result is similar as to when I wire from the FK sub-control rotation.
One last question: Is using Max bones to simulate muscle deformation a bad idea? Would it be easier to go back & learn to use Skin Morph instead?
All help is very gratefully appreciated!!!
Many thanks,
-Scairp
I'm having a problem with a rig I've just finished skinning my character to & am now setting up IK controllers for. If you know what's wrong here, please help!
My question is:
Does anyone know how I can drive a wire parameter, (or float expression), from a bone's rotation that is controlled by an IK chain?
Details of my scene:
3DS Max 9
Max "Skin" modifier
Muscles created using Max bones driven by joint Euler rotations, via wires & float expressions.
What I'm experiencing:
While setting up my IK & control objects, I've discovered that the wire & expression values are not being driven by joints unless they are directly animated. While I've found a workaround for orientation constraints (with more wires), this has been giving a severe headache when it some to IK.
I've tried instead to connect the wires to the "Preferred Rotation" controllers that the IK creates on the bones, but the result is similar as to when I wire from the FK sub-control rotation.
One last question: Is using Max bones to simulate muscle deformation a bad idea? Would it be easier to go back & learn to use Skin Morph instead?
All help is very gratefully appreciated!!!
Many thanks,
-Scairp
