About 9 months ago someone here helped me gtting a roll bone system workign in Max5, using bones in conjunction with biped.
Max 7 has it built in, but I want to add it to the feet, and maybe add some other bones.
It's just working out the way I *THINK* it should work, so if anyone can shed some light on this it would be great.
I have biped skeleton. I create a new bone and align it to the left calf. The pivot of the bone is the same as the pivot at the knee, and the bone is linked to the leg. I basically have a clone of the lower leg.
Then the X rotation of the foot should drive the x rotation of the bone. I create a dummy at the pivot of the foot and link it to the foot, and then I use the wire parameters to link the X rotation of the dummy to the X rotation of the calf bone that I created.
When I move the foot, the dummy moves and rotates as expected - it's picking up te information from the foot, but the bone (or even a bone chain, I have tried that) does not move.
However, when I rotate the dummy instead of the foot, I do get the rotation in the bone.
Any ideas?
Replies
Hmmm... Hang on, I'll experiment a bit.
This what you were shooting for?
Anyway, that can inherit the rotation from the ankle bone, and then the wire parameters work.