View Full Version : Could not MB support Max's Bones?
gattaca1295 08-08-2009, 11:37 AM I created bones in 3ds max 9, and export to MB 2009,I assigned "Chain Ik" to those bones,but I found it cannot work!! Would somebody like to show me why? Thanks a lot!!
p.s I did this test ,since my model have mutil-arms, i need to set "chain ik" for those bones of arms.
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GiantG
08-08-2009, 04:59 PM
You placed your Bones exactly in one Line. Even with a pole vector any IK in the world don't know where to rotate the joints without additional Information.
As far as i know Mobu don't have the feature like Maya (Set preferred Angle) to tell the joint where to rotate.
So you have to place your joints slightly off to tell the IK where to rotate.
cheerz..
gattaca1295
08-08-2009, 06:02 PM
You placed your Bones exactly in one Line. Even with a pole vector any IK in the world don't know where to rotate the joints without additional Information.
As far as i know Mobu don't have the feature like Maya (Set preferred Angle) to tell the joint where to rotate.
So you have to place your joints slightly off to tell the IK where to rotate.
cheerz..
Hi GiantG,
I think you didn't open my Attached file(bones.max) and take a look,I created bones not in one line with 3ds max, but while i exported them to motionbuilder and "active" the chain ik,they become in one line........
By the way, I create bones with "maya" by the same way, and it work correctly in MB.
GiantG
08-08-2009, 06:04 PM
I don't have max here. I just opened the fbx file.
I you want to retain the position of the joints you have to press snap and not active.
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