Hellbring
07-04-2003, 09:41 PM
I was wondering if there was away to do this with 1 expression instead of editing the expression for each bone that it is applied to.
I am trying to do what kretin did with hes fish's tail. I have 2 bone chains for the tail of my creature. One for the "wiggle" and another for positioning purposes. I also have a Null that will control the wiggle, so to get this all to work I need to...
1) take Tail_Null.Rotation.H
2) to this add the rotation of Tail1.Rotation.H (bone1 in the positioning chain)
3) apply this to Tail_Wiggle1.Rotation.H (bone1 in the chain that will do the tail wag)
So all i should have to do is make an expression in all the Tail_Wiggle#.Rotation.H channels. However that means I would have to edit each expression to change what Tail# bone it is going to use.
I am trying to do what kretin did with hes fish's tail. I have 2 bone chains for the tail of my creature. One for the "wiggle" and another for positioning purposes. I also have a Null that will control the wiggle, so to get this all to work I need to...
1) take Tail_Null.Rotation.H
2) to this add the rotation of Tail1.Rotation.H (bone1 in the positioning chain)
3) apply this to Tail_Wiggle1.Rotation.H (bone1 in the chain that will do the tail wag)
So all i should have to do is make an expression in all the Tail_Wiggle#.Rotation.H channels. However that means I would have to edit each expression to change what Tail# bone it is going to use.
