MattRennie
05-20-2010, 12:40 PM
I'm trying to modify our mb rig to allow animators to easily get a visual cue when they are beginning to overstretch things like arms.
What I want to do is replicate a system I've used in Max and Maya in the past where the bone colours change from green (in a perfectly ok angle) through orange (getting a bit closer to the limits but usuallu ok ) through to red (animators should be extremely wary here as this pose is likely to break skinning).
I expected this would be a straightforward case of setting up a relation driving the color of the bones based off their rotations. However I don't seem to be able to use the color of the Skeleton Node settings. I thought I would instead add a flat shader for each bone and drive that instead - however its the same problem - i don't seem to be able to connect to this parameter.
Has anyone ever done anything like this in motionbuilder and if so how?
What I want to do is replicate a system I've used in Max and Maya in the past where the bone colours change from green (in a perfectly ok angle) through orange (getting a bit closer to the limits but usuallu ok ) through to red (animators should be extremely wary here as this pose is likely to break skinning).
I expected this would be a straightforward case of setting up a relation driving the color of the bones based off their rotations. However I don't seem to be able to use the color of the Skeleton Node settings. I thought I would instead add a flat shader for each bone and drive that instead - however its the same problem - i don't seem to be able to connect to this parameter.
Has anyone ever done anything like this in motionbuilder and if so how?
