Hullo,
looking for a bit of advice. I’m (trying to) rig a model of a skeleton with the muscles on it. the muscles have to bulge as the skeleton moves. so bicep flexes and bulges as the arm bones bend.
now i know what your thinking
“why doesn’t this stupid fucker use morph targets” but i cant, the engine the skeleton is going into doesn’t support them…
So far i have a simple set up of bones that i can skin each muscle to, in order to control bulging… i linked these to a custom attribute (flaot 0 - 100) with the Reaction Manager. That was fine… every thing was dandy… i was feeling quite pleased with myself.
Then I tested to see if the bones rotation could drive the custom attribute(and make the muscle bulge). It could!! fantastic… so i added a HI IK solver… and it stopped working …
:banghead:
I cant seem to get the reaction manager to see the rotations in the IK bones. i tried linking it to all of the different rotation i could see… but nothing seemed to be changing…
I also tried orientation constraining a point helper to the bone and trying to use its rotation in the Reaction manager… but no… couldn’t get that working either.
I would really appreciate some help, can any one suggest a different way of doing this? i looked at using wire parameters but i thought that it would just be messy…i also have fuck all programming experience…
or can any one explain why the reaction manager doesn’t see the rotation in the IK bones… or orientation constraints…is there a way around that?
I’v had a goolge already and couldn’t find anything… would really appreciate some help.
cheers
-Pearse
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