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3DS Max Rigging issue

polycounter lvl 5
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2cat polycounter lvl 5
Hi Guys, I'm having a bit of a problem with a rig for a crab/spiderish like leg in 3DS Max.

I'm using a HIIK on a bone system and some of the bones don't play nice for me. I'm not extremely well versed in rigging but I do have some knowledge.

Stuff I've tried: Several constraints, but even after reading up on them on the max help website they never seem to be doing much, so I'm probably making a big mistake somehere. I have a feeling this is probably my best shot at getting my desired result, as I can't get them to work at all so I'm doing something drastically wrong.

I've also been working with the Wire Parameters.

I actually can get the bone rotations to change if I use an Attribute Holder and add a float spinner to it, linking that to the bone with wire paramters and the DegToRad(Z rot) function, but having to use to spinners to control both femur and tibia is just stupid while this could be fixed if I had more knowledge of intermediate / advanced rigging.

So I'd really appreciate it if you guys could point me in a direction.



Below a couple of images displaying what I mean and what's going wrong and how I would like to see it behave(not displaying them directly, they're kinda big).

This is a diagram of the bone system and the HIIK setup(sorry, no workfiles here, but this should hopefully do)
This is showing the regular pose of the leg.
http://i.imgur.com/cVcN2uG.png


Now this is how the bone system looks and works when it's stretched out, which works good enough atm, but you can already spot one problem, the femur doesn't rotate. Still, it looks well.
http://i.imgur.com/9Zs0Rrz.png

Now we get to the problem pose, the tucked in pose.
Again the femur doesn't bend and the the tibia(the middle one) only bends this far, even with limits and preferred rotation position for them set up.
http://i.imgur.com/IT7uQ8b.png

Now, this is an image of how I would want to see it behave
All limbs tucking in.
http://i.imgur.com/wDQ8XkU.png
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