I want to change the biped root (Bip01) by adding an extra bone as a translation bone. So my theory is that If I link bip01 to the translation bone, this new bone will then be at the top of the hierarchy.
The problem is that this bone does not move with the biped if it walks forward
Any way around this?
Replies
http://www.luxinia.de/index.php/ArtTools/3dsmax
All that seems to happen is that the bip root is moved to teh same position as the translate bones
Are you using footsteps to animate your walk cycle? If that's the case, it might be a bit complicated to get the root bone to follow along with the biped.
You could try linking the Bip01 to it the new root bone, and then wiring the bone's XYZ transform into the Bip01, thus making a circular dependancy that would still work. Then you would have to half the transform because you'll get double motion I think.
So unless you have some need for that bone, I'd just stick with the Bip01. You should be able to control the Biped just fine with it.
cheers for replying guys anyway.