I built a reverse foot rig for a character in 3DS Max. I have everything working as it should, except for the rigging for the feet. Whenever I pick up a foot it properly moves the leg above it, however if I move it until the leg is fully extended, then keep moving it, the foot separates from the leg when it should just stop moving any further. How can I fix this?
Reverse foot rig -- feet detaching?
You mean the joint of the ankle “dislocates” and goes away?
i have no experience with Max but in Maya the steps are:
1)Place joints and orient both chains(reverse foot and skeleton’s foot) with the same orientation order.
2)Put rotateplane ik from hip to ankle,single chain ik from ankle to foot and single chain ik from foot to toe.
3)(ignoring the pole vector for the knee since this isn’t our problem)we have 4 joints for the reverse foot,the base which is at the heel,then the toe ,the foot and the ankle.we snap them on top of the skeleton’s foot joints so that the pivots of the ankle foot and toe are the same for both reverse foot and skeleton.
4)then we select the joint of the reverse foot system(Driver) and shift select the appropriate ik Handle(Driven) and point constraint with no offset.reverse foot base then moves the whole foot.reverse foot toe moves the toe ik Handle,the foot joint moves the foot ik and the ankle joint moves the ankle ik.
maybe you’ve missed sth among these steps.
I did all of that, save for the point constrain. There are ways to do this in Max, but they either cause the rigging to not work as it should or require lots of complex scripting that I have not been able to make work. I may end up having to use a different kind of rig for the foot I guess :…That or learn Maya. For someone who has pretty only used 3DS Max for the last 3 years, Maya’s UI is pretty alien.
i think the same applies for me and Max :P…
i was gonna say how you need the point constraints but then i got curious and googled 3ds max and constraints and it’s totally different from maya.
i can only give you this and i’m nearly sure you already know about this but you never know
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