In your image the Pole Target is empty. That Bone.040 is acting as the IK target -- where the bones in the IK chain, a single bone in this case, will try to reach. It's not acting as a Pole Target. The IK constraint, when set to a Chain Length of 1, works the same as a Track To constraint: the single IK chain bone will…
I'm trying to create a simple animation for a game and decided to use an IK limb solver on 1 of the arms. I collapsed the IK bones and deleted the IK chain. Everything looks fine in max but, when I test the animation in-game, the arm stays motionless. What am I missing? Edit: The game's Skyrim Special Edition and I'm using…
Hey. I've picked up 3D again after many years and remember back in school we had licenses for 3D Studio Max. I'm using Blender now and don't miss 3dsmax except for the way IK and FK worked in Character Studio. Basically in CS you can create a biped (skeleton) in a couple of clicks with IK controls ready to go. If you grab…
I think the IK handles are being put back in. But version 1 of LT should have Human IK. So kinda similar to Biped in the sense that you can animate humans with IK with it, if that is what you are after.
Hey all, So I've made a simple animation for my game project but I added in IK solvers just to make it easier to animate the sequence because I thought you could easily just bake/collapse the animation to every frame and then delete the IK and the animation would remain intact. However, using the Motion Paths collapse…
So, I have a character I'm exporting to md5 for an iPhone game. The entire mesh is FK except for the legs, which are IK. All the animations look correct in max. However, some of the animations don't make it to the md5 in tact. In some of the animations: standing attacking getting hit The legs don't move. It's as if the IK…
Hi Zzam_W I think you could try: delete ik in rotation local mod to set 0 to x and y axis of the forearm bone ? recreate ik. With IK, the children should have two identical axis to his parent ?