Rigging the spine in 3ds max problem


#1

Hey there,

I’m fairly new to 3ds max and i’m trying to make a good rig for a self made mesh bone structure.

The problem i’m having is the realistic rotation of the spine. I have a botSpine controller (Ngon shape) which controls the movement of the spine, the pelvis bone is parented to it. So if i move the botSpine controller, the entire upper part of the body rotates with it (as expected).

What i want to do is make the next bone in the spine chain rotate a bit faster then the previous one.

I made a wire parameter connection from my botSpine controller to the first bone in the spine linking the Z-rotations together. But i just can’t seem to make the next bone in the chain rotate faster:( I’ve tried several mathematical calculations, but all that does is make an offset in the rotation from the start, which i don’t want.

Does anyone have any experience with this?

Greetings,
Charriej


#2

I’d do this with an expression on your 2nd bones z axis. Setup a scalar pointing to the 1st joints Z axis called RotZ or something. Then set your expression to something like RotZ * 1.1

This will make the 2nd bones Z rotate 1.1 time faster.

I don’t use wires they’re awful to debug. :wink:


#3

Hey MattRennie, Thanks for your reply!

I think i’m doing something wrong.

I took the second bone and convert the Z-rotation to a Float expression (because this is the only way to add an expression right?) and then make a new Scalar variable named RotZ and assign it to the Z-axis of the first bone. In the expression window i type: RotZ * 1.1. But it doens’t seem to work.

Do i miss a step or something?


#4

Aaah nvm! I just found out that * 1.1 is too small of a rotation to see it work imidiatly:P Thanks a lot for the help!


#5

It’s my pleasure - welcome to the world of expressions - they’re awesome! :thumbsup:


#6

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