View Full Version : 3dsmax bone expression setup

03 March 2006, 01:53 PM
i need some help here.......i was using motion builder's "damper (clock based)" under relation constraint to make the bones delay to each other....which save alot of time to animate all the jiggle manually....

now i m using 3dsmax, was trying to recreate the effect above on the bone in max........i heard people using offset in the expression to create the "delay".........somehow i m having problem doing!! any pros out there, is there another way? how m i gonna create the delay of the bone in max....................btw i m really weak in IK..............

03 March 2006, 02:06 PM
Hi, I'm not sure if this can help, but this is from a simple test I did:

Create Master Object
Create Slave object.

Slave has a rotation script on its rotation controller with this script:

at time (currentTime - 10)

What this does, is the slave object takes the rotation value 10 frames before, creating a kinda delay effect. Edit: NB, in my case, my master object is called "Bone01".

Position wise, similar tactics apply, except it is also possible to use a Position Expression within a position list. What I did is to create a Vector variable pointing to the Master Object's transform controller, and set the tick offset to a negative value (i.e. takes the previous values of the master's position), resulting in the slave having an offset position value.



03 March 2006, 02:28 PM
hey thx for the reply, i would prefer the second way u propose which is the position constraint........coz i m not good with coding.....n i self studied 3dsmax myself so there is stuffs that i m not really good with......

i tried the second method u told, but the bone just mess up works well on any object except it something to do with the ik?

03 March 2006, 06:10 PM
In Max 8 you can also use the tick off set in the script controller if you wish.

03 March 2006, 04:54 PM
thx thx works.......thx alot for the tips

03 March 2006, 05:03 PM
u guys r awesome:thumbsup:

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