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change root of helper rig

polycounter
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rollin polycounter
Hi there,

I have a problem with my rig. I have a 180 degree rotation on my root. From this root the hand, foot and hip helper branch out.

Now is there a way to change this rotation from a already created animation?

Changing the root pivot without affecting the children (3ds max) does work for the frame I'm in but a lot of offset occur the more frames I move away from this frame X where I made the rotation edit.

I know the relative positions and rotations of the hands, feet and hips have to be calculated but I'm not sure if max has a function to do so. Or maybe someone knows a script or something which allows this modification.

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  • Eric Chadwick
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    Add a new root, link the old root to it. Will that work?

    Also, have you tried Bone Edit Mode?
  • rollin
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    rollin polycounter
    Hi Eric!

    I'm more looking for a tool to handle the transformations.

    It's in my case not such a big deal.. more a nasty little annoyance. Its not a bone but just a spline object (helper) which is just the parent for a few other spline object. All of them use just a simple parent-child dependency.

    Adding another bone would make it just a bit more nasty ;)
  • Eric Chadwick
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    Without a video or a pic it's hard to understand what your problem is.

    If it's regular forward kinematics, then you should be able to just rotate the root bone 180 without trouble. However do you have some constraints in there, or some wired controllers?
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