View Full Version : Joint Angle Deformer Question

07 July 2004, 10:41 AM
After I finished setting up the envelopes of the skin modifier on my model I decided to put some joint angle deformator gizmos to refine the movement of elbows, knees, etc. As I read in the Max tutorials the gizmos deformation is not time but angle based. So, I want to ask, Is this procedure standard as the boning and rigging and skinning or do we set it up depended on the animation we want to perform? Meaning, can I set up the animation scene, and then , after I see what kind of movement my character performs, I set up the gizmos of Joint Angle deformation? please help!
Thanks in advance.

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