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View Full Version : URGENT: Max 5.1 distorts Spline IK from Max 5.0


coboman
08-28-2003, 07:31 PM
Please Help.

I need to deliver a render tomorrow, I did the animation of a character using Spline IK for the spine. It works perfect in Max 5.1.

But when I bring the file to a friends machine that is helping me to render, that has Max 5.1, the spine is all twisted. Like facing backwards.

We tried to reinstall Max 5.0, but we couldn't. Any ideas?

Thank you very much for your prompt response.

Dave Black
08-28-2003, 07:50 PM
Well you did mention that one is version 5.1 and the other is 5.0, so that could be a factor.

Also, if you can't re-install max, you should contact discreet.

-3DZ

:D

coboman
08-31-2003, 09:11 PM
Thanks for the help. I reinstalled Max 5.0 and it worked fine. SO, be carefull if you made a rigging in 5.0 and plan to render in 5.1.

Thanks again.

Reality3D
08-31-2003, 09:51 PM
readme_3dsmax_51.rtf:

• It is possible that some Spline IK chains, created in 3ds max 5.0, may load into 3ds max 5.1 with bones arbitrarily rotated about their X axes. This can occur if the bone chain was created in 3ds max 5.0 with arbitrary X-rotations before Spline IK was assigned (after the assignment Spline IK would have automatically aligned the bones X-axes ). If such a scene is loaded into 3ds max 5.1 the bones may “revert” to their creation orientations. If it is necessary to realign the bones, the bone chain can be reoriented using MAXScript. For example, select all the Spline IK bones (if the first bone in the chain is already properly oriented, deselect it) and run:

for n in selection do ( n.controller.prefXAngle = 0.0 )

• It is possible that some Spline IK chains, created in 3ds max 5.0, may load into 3ds max 5.1 with bone chains entirely flipped about their local X axis. If this occurs, the bone chain can often be reoriented by adjusting the Spline IK Twist Start Angle.

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