Okay, found it, and I pass it along to folks that may need it. 1.) Pick a Biped Bone and click the little wheel at the top of the side panel. 2.) go down until you see the "KeyInfo" tab. Open it up. 3.)Below the key icons there is a list of Options. +TCB+IK+Head+Body+Prop 4.) hit the plus next to IK. 5.) Hit Select Pivot.…
The IK solver will try to place the knee based on a plane created by the three points (your hip, knee and ankle). If you want the knee to only go forwards in Y, you need to make sure the plane is flat in Y when you create the IK. The easiest way to do this is to make the leg completely flat in Y when you apply the IK. If…
hahaha! geweldig ik weet niet of de " oe " teveel aan elkaar plakt en net als het flesje, kleine details niet goed geprint worden. Iets om even rekening mee te houden, net alsdat ik nu nederlands aan het gebruiken ben.. / random dutch
Thanks Wllasaurus, the time slider works alright. But the script thing is beyond me and I do not know how to replicate that at work for the real rig. But no worries, I think I found out the interactive way which works in the view port. 2 words IK. I use bone and IK to replace the lookat constraint.
I am trying to rig up a kite (kite surfing) in 3dsmax and I am wondering if someone can share some tips on the best way to do this. Essentially the kite needs to be deformable from completely flat to wind-filled (rounded) while being connected down the line (left and right) to control bars, and then onto the characters…