3ds Max Secondary Rigging


#21

Thanks Iker. I will check this out tonight when I get home from work.

I’ve posted and image explaining how I’ve tried to set up the mirroring of the point helpers like you suggested. It seems a bit off but off but it might be something I mis-understood.

Check it out in the image attached.

Post some rig stuff soon for everyone to check out and play with.

JokerMartini


#22

What do you choose for upNode for this points when You set them?


#23

armSample file.

Has anyone been able to open this file and it display properly.

I tried opening the file and the bones seemed to be all crazy and skewed. I was wondering what version of max that file was built in. I wanted to look at the file and see how you created some of your rig to learn from it but I’m afraid the file is broken for me.

Aside from that I saw that you had an “Animation” controller on some of the controls…what is that or where is that from? This is located on the yellow controls on both the position and rotation controllers.

These are the bugged out items:
C_doctor_Bone_LMM_Arm-Bend2_BA
C_doctor_Bone_LMM_Arm-Bend3_BA
C_doctor_Bone_LMM_Arm-Bend4_BA

Thanks
John


#24

Hey,

I will take a look as soon as possible. I guess the file was done in MAX 2010. I will check it.

About the ‘Animation’ controller, it is (surprise!) just a renamed PositionXYZ / EulerXYZ :wink: I’ve built some tools to deal with controllers and naming that way made my life easier (that is something I inherited from my work at Ilion).


#25

personally i used to add that curvy stretchy chain to limb as stated in joeleans site , the only drawback for that is when you link that all to spine and try to manipulate any controller in it in curve editor yoy will find things soooo slow as max is recalculating the whole hierarchy while working in curve editor i circumvent this via using scripted transform controller instead of ordinary linking , if any one here has better idea would be great to share !


#26

Thanks guys for the responses.

Iker - That’s great. I’d really appreciate that. Id really like to have a simple sample scene like the one you initially sent , just without those odd bugs it was having in the previous one. So I could look at the file and just learn from it. Thanks

shalabology - Like I mentioned above it may be a bit slow but max is progressively getting faster each version that comes out and aside from that I’m sure there are ways around it to speed it up. All and all it is always good to atleast learn and know how to do it.


#27

Sorry for the delay, I’ve been here abroad for some weeks and haven’t had the time to do it. But finally here it is! For MAX 2010 and above.

Just let me add that I coded this solution for the arms some years ago, and it might not be the one I would use now.


#28

Iker
Hey Iker,
Thank you for the repsonse, I really appreciate the help and time you’ve set aside to get this file together and working.

As you mentioned above this may not be the way you’d rig now a days, with that thought it mind do you have any notes or things worth making note of that would be useful in ways you find yourself rigging now a days?


#29

Could someone please help me with this example setup, I just want to add the option of a foot roll either left/right/front back. I’ve seen this on several rigs and I’d like to know how to do this. Does anyone have any ideas?
I’ve attached a sample scene is anyone is up for the challenge.

Thanks


#30

JokerMartini: Hi there!

About foot rig - I’ve been refreshing my memory with these things lately - it boils down to points and how you link them into hierarchies.

I didn’t write this with file open but in general, you could try something like this:

Start with sole twist, parent it to tilt in.
Parent tilt in to tilt out.
Parent tilt out to toe tip.
Parent toe tip to heel lift
Parent heel lift to foot sole (master)

Rest is just orient-position constraint / lookat / parentation for foot bones and so on, depending on your needs. Hierarchies could be replaced partially with scripting/expressions or reaction manager too.


#31

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