This is a long shot, but I'm hoping someone can help.
I'm using Digital Tutors to learn how to twist a rig - the particular tutorial is called 'Rigging Quadrupeds in 3ds Max'. The element I'm having trouble with is the vertebrae; the set up is a spline skinned with separate bones linked to helpers which are constrained to it. Using Float Expressions, the bones are supposed to twist according to the rotation of the controllers at either end.
But instead of a nice gradual twist between the two ends, the middle bone twists the most, then the two on either side and so-forth. The result is more of a C-shape than an S.
Does anyone know what I'm talking about? I've asked on the DT forums but they're notorious for lack of help.
Replies
I think I'll take up on your advice on posting the file on cgtalk. cheers!
That said, I'm kinda feeling paranoid now... Think I'm going to check again
I work as a rigger so maybe I can find the issue there. who knows...
Can I email you the file? If so, could you PM your address?
1-Grp_AimNeck_F expression was targetting the head Z axis instead of Y
2- samething with Grp_AimNeck_B
note:You changed your axisorder on both ctrl to be YZX so dont forget to be carefull when picking them in the expression selector
3: now I'm not sure about this one I think I did that by mistake and I overwrote your file so just double check to be sure I didnt do it: Grp_AimNeck_F is using Grp_AimNeck_G Y axis as the head while Grp_AimNeck_B is using the chest Control. Shouldnt Grp_AimNeck_F use the head control as well? or at least HLP_EnvelopeHead?
I sent you the file
Many thanks again