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View Full Version : character studio: FK override on biped arms?


Belthior
06-29-2003, 06:50 AM
When rotating the spine, does anyone know how to get the arms to keep relative rotation to the spine/shoulder joints? It seems to want to stay oriented to the world.

For example if the arms are sticking straight out in the classic T pose, try rotating any of the spine bones. The arms will stay oriented to the X axis.

Someone started a thread (http://support.discreet.com/webboard/wbpx.dll/~3dsmax/read?62391,95) on the discreet forums, but there has only been one response saying that this behavior can't be overriden.

Any ideas?

Bomber
06-30-2003, 08:57 AM
:hmm: I didden't quite get it!
Are you using Biped or are you using IK Bones?

Try to learn to use Ik Bones it is much better once you get to know how to work with it. But don't panic it takes a wile to learn how it works! Good Luck:buttrock:

Belthior
06-30-2003, 10:02 PM
I'm using biped, because Character Studio 4 allows for non-linear animation in the mixer. I haven't used CS since version 2 and I don't remember having this problem before.

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