ankheilw
04-02-2009, 06:22 PM
Hello all,
I'm sure somebody out there knows this right off the top of their heads:)
I am animating something in Max with a tail. The main chacter is rigged using a standard Biped skelaton, but because of the anatomy of the character, I opted to use max bones for the hind quaters and the tail. I am doing animation on the tail now, and, unlike the Biped spine, I have to animate each bone by hand. Instead of say, grabbing all the bones and rotating them and having them all curl, only the highest bone in the heirarchy that I have selected rotates.
I am a Maya guy primarily, and this is standard in Maya. Any idea how I can get all the bones to curl together instead of trying to hand animate each one?
Thanks in advance.
I'm sure somebody out there knows this right off the top of their heads:)
I am animating something in Max with a tail. The main chacter is rigged using a standard Biped skelaton, but because of the anatomy of the character, I opted to use max bones for the hind quaters and the tail. I am doing animation on the tail now, and, unlike the Biped spine, I have to animate each bone by hand. Instead of say, grabbing all the bones and rotating them and having them all curl, only the highest bone in the heirarchy that I have selected rotates.
I am a Maya guy primarily, and this is standard in Maya. Any idea how I can get all the bones to curl together instead of trying to hand animate each one?
Thanks in advance.
