This is a good spot for a helper bone right?
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You know, so to move the bottom of the short so it squishes into itself versus intersecting the calf once the calf bends so far back.
So I have always had a hard time understanding maxs animation system and contraints and euler? curve for how much each bone effects such and being shitty at math. Does anyone have a link to a good tutorial on how to make a helper bone for this type of situation for the umm "technically challenged"?
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http://www.poopinmymouth.com/net/escapade/biped.max
Never heard of that, thx for the pointer.
http://isg.cs.tcd.ie/projects/DualQuaternions/
Tech might be nice, but that clavicle still needs to be lifted.
Newer games *cough* are using dual quaternian rigging, which eliminates the need for helper bones when you rig knowing that's your tech. I know you can turn it on in maya, but not sure how you'd get it in max. If you want a biped with helper bones already set up at the knees, elbows, and shoulders, download mine.
http://www.poopinmymouth.com/net/escapade/biped.max
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Thanks Ben, though how did you set them up so I know how on my existing Model/Biped? Also, unless Im mistaken the knee joint isn't exactly what I meant. I need to push that short up so the dummy needs to move in space versus rotate alone. So I need to know how to do that as well if possible.
However, when I need it to move back and up based on the percentage the calf is raised/rotated in X? , thats where I'm totally lost.