3ds max bones being scaled when rotating


#1

I made a video so that you guys can understand it better:
http://www.youtube.com/watch?v=HS7eW3L8YEw&feature=plcp&noredirect=1

Basically, when my finger bones are separated from all the others, it’s working just fine. However, if I link them to my palm, they start to deform when rotating.

Now, the question is. How can I avoid this deformation while having my bones linked together?


#2

Your palm has non-uniform scaling on it - that means that its scale values are not all the same in each axis. Therefore your children will shear when rotated. This is expected behaviour.

You need to find a way to freeze the tranforms on your palm object. Sorry, I’m not a Max user so can’t help any further.


#3

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