I have followed all the DVD2 of CG-Academy Intermediate Rigging with Max9-ServicePack2, made by Paul Neale. Thanks you very much for the experience!
In Chapters 1 and 2, PEN explain the creation of the standard Max SplineIK Solver, that have a twist issue of the bones (and also a Flip issue of the bones, caused by the Upnode axis), vs PEN version of modified SplineIK.
This is created by using the spline curve with applied the “Spline IK Control” Modifier, and the Helpers that drive the movements and deformations of the spline.
Another series of Helpers are constrained, with “Path Constrain”, to the spline curve; the bones finally have a “Position Constrain” linked to these last Helpers, and a “Look At Constrain” linked to the successive Helper in the hierarchy.
This is a Cartoon Style chain of Bones, because in the real world the Bones aren’t stretched or scaled over the lenght itself !
The bones, should have a fixed lenght.
Therefore:
How I can do to reproduce this behavior?
Should I use the standard Max “SplineIK Solver” instead of the “PEN SplineIK” modified version?
I have tried to made the PEN SplineIK, and select, for the bones, Bone Tool>ObjectProperties>Stretch:“None” instead of “Scale”, but, as the result, I get that one bone is detached from the other, in the hierarchy.
How can I do to avoid this detaching, and reproduce the same “PEN SplineIK” example, but with the fixed lenght of the bones?