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New to Max...having a few issues with rig

polycounter lvl 16
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zerafian polycounter lvl 16
hey guys, some quick help would be awesome. I have this rig and Iv been working with it in maya until now. Iv had to start animating in max on the fly and Im hitting a few walls.

Bare with me I dont know all the terminology based in max.

Iv circled 3 joints(assuming they are something else in max) that arent working the same way they were in maya. I select them and try to translate them and they move the entire upper body. Where as in maya they moved independently from the body.

Now the only work around Iv found is to pull them from the hierarchy but then they are obviously no longer attached to the rig so I cant do that.

What Im hoping for is a quick fix to allow that joint to translate freely without making the body move.

thanks for any help

23a64g.png

Replies

  • 4f6f3b
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    4f6f3b polycounter lvl 4
    You can try unlinking the bones from the spine, then use the Link Constraint in the constraints menu instead.

    [Edit]: Well, I guess that puts it out of the hierarchy as well.
  • monster
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    monster polycounter
    Bones in Max will automatically align when the children are moved. I don't know why, but it's easy to fix.

    Select your three joints.
    Go to Animation > Bone Tools.
    In the Object Properties uncheck Bone On.

    This will not damage the rig in any way, I turn it off on most bones all the time.

    Here's a script that will turn it off for all the selected objects. Just copy and paste it into the MaxScript Editor and then select the text and drag it to a toolbar.
    for obj in selection do
    (
    	try(obj.boneEnable = false)
    	catch()
    )
    
  • zerafian
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    zerafian polycounter lvl 16
    thanks guys! Im learning this stuff on the fly so Im gonna try these methods asap...probably give the constraint one a shot after I try the one that doesnt really alter the skeleton.

    thx again to both of ya :)
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