Solution:
Add a skin modifier to the control object, and skin it to the bone you with it to follow orientation.
Prelim:
Mesh is controlled by the bone through the skin. However, it still provides good visual feedback.
The swivel angle is still affected as you manipulate the Controller by rotation.
Problem:
Using 3ds max 2010.
Not biped.
Arm bones have been given Hi Solver. This solver is position constrained to a helper. This helper is also the controller assigned to the swivel angle of the Hi Solver.
The problem is when moving the chain, the Helper keeps its original orientation as the arm bones and mesh move.
Ofcourse, their orientations will be different now since they’ve been moved using the Hi Solver.
Question is, how do I keep the helper (the one who controls the Hi solver) aligned to the forearm’s orientation?
If I link it, orientation constraint, or assign controller, or wire, the Arm chain breaks.
How does one keep these controlls following the orientation of the bones?
Say, imaginge a bracelet at the wrist of the character, and this would be the one you move and rotate to affect the bones through the Hi Solver.
The bracelet would follow the arm’s orientation while still be the control object.
How?