gopherCG
07-19-2003, 05:22 PM
Hi, I'm rigging a cartoon hand with normal five fingers.
Here are my steps for rigging:
limb bones created, last bone is the palm bone -> limb in 45 degrees slanting down posture.
one finger bones created, also in slanted fashion.
copied the finger for the rest -> I rotated each of them to fit the natural bent gesture of a real hand.
thumb made individually
Linked fingers to palm bone
created HI solver for each finger
------
Now the problem is the bone rotational axis don't follow the local axis of each bone, rather, they seem to follow the world axis. So changing the xyz angle options under Rotational Joints produce strange results.
I tested with other clean setups and the IK show the same prob.
Did I do sth wrong in my steps? or is this a bug of Max 4?
sample bones file (try adding HI IK to fingers and see what happens)
Here are my steps for rigging:
limb bones created, last bone is the palm bone -> limb in 45 degrees slanting down posture.
one finger bones created, also in slanted fashion.
copied the finger for the rest -> I rotated each of them to fit the natural bent gesture of a real hand.
thumb made individually
Linked fingers to palm bone
created HI solver for each finger
------
Now the problem is the bone rotational axis don't follow the local axis of each bone, rather, they seem to follow the world axis. So changing the xyz angle options under Rotational Joints produce strange results.
I tested with other clean setups and the IK show the same prob.
Did I do sth wrong in my steps? or is this a bug of Max 4?
sample bones file (try adding HI IK to fingers and see what happens)
