I don't have much experience with biped, and I ran into a problem when trying to pose my biped skeleton to match the mesh. My character's legs are bowed outward quite a bit (cartoony type character), yet the y axis rotation is locked out on the lower legs so I can't get them in the proper position. I know it's locked out because normal human legs can't bend that way, but is there a way to unlock it so I can get it to work with my needs?
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I don't have experience with MaxScript, but AFAIK there is no way to do this in biped. You can try to work-around this, and have the legs go vertical and skin them to the legs as normal. If the knee, and ankle (and toes) only bend in one axis (the global x axis), the actual mesh legs, though far away from the bone and joint, will deform properly. This will cause problems on the ankles with any more complex rotations, however.
You can create a set of bones for the feet, position them inside the mesh correctly, and position/rotation constrain them to the biped foot bones, with the needed offset. Then, skin your legs to the biped thigh and knee, and the maxbones foot and toe. I don't know if this would work, but its worth a try. A screenshot would help figure out your problem, as well.
Although I did find somewhat of a solution. I downloaded a tool called Rigging Army Knife, which can take a biped and convert it to max bones (while still looking exactly like a biped). So after doing that I can rotate the bones the way I need to. Only downside is that it gets rid of the IK and controllers that the biped has, but luckily for my purposes I don't need them.
It does surprise me though that it never crossed the developers minds that someday someone may want to bend legs that way for whatever reason.
Thanks for taking the time out to try and help!