run a HI-Solver from the rotator on top of the base to the nozzle pivot. there should be 1 pivot between start and end. then animate the IK target from A to B.
Wow, that's tricky. Maybe spline IK with a custom attribute to change the length? Maybe approach it like a tentacle instead of an arm. Search the web for tentacle rigging tutorials.
I have no idea where and why the hell you are using reset xfrom on any part of the rig (it's for resetting geometry transforms, not bone's), but I'll ignore that. It sounds like you're experiencing the common problem with IK solvers instead: If you have an IK chain, and you link the root bone to anything, it'll not…
Looks like it'll work for games. Biggest thing that's problematic for me are the fingers. seems like there's just one controller per finger, with an attribute to roll the fingers? Many people prefer individual metacarpal and phalange controls, so 4 controls for each finger, 3 for thumb. are the legs and arms IK only? lot…
I'm trying to set a rig up which uses swivel joints, I've got some settings set up for one swivel joint for for some reason max won't apply the constraints to the joint. I've used HI Solvers for several joints but this one seems to not be sticking to the settings I'm trying to apply. Would anyone here have any idea on…
Thanks for the reply guys. Pretty much it turns out the problem was because the scale of the bones. I guess at 1/32", which max aloud me to create bones of this size, it just decides it doesn't want to cooperate. I ended up scrapping the IK solver altogether as I thought I need it but I didnt, and just making normal bones…
I'm in need of a freelancer who can rig this character in Maya -- Then to be used in a Unity based game. Must include IK/FK, control rig, and basic facial controls. This may be difficult because of the loose clothing, which may cause some problems. If you're comfortable with this task, please message me your rates +…
#Solved. Go to pose mode, click on the bone that is stretching too much and... ...Press N... ...Look for IK Strech, and put it to ZERO. Thanks for who look for an answer to me.
Maya has a tool called the IK Spline Handle. It requires joints to work, but basically you pick the start and end joints, then the curve you want it to bind to.