yep I agree, quick rig is meant for just simple rigs that plug into human IK and motion builder. MB and HIK focus on limb and full body IK and motion capture, they don't care about fingers or toes. Of course you can try to graft new systems on top of quick rig/human IK but it will never respect or care about your additions…
Being somewhat new to Maya, I wanted an automatic FK/ Ik Switch( similiar in how 3dsmaxs' Biped functions) in order to make an easier transition to the new software. With building a basic ik chain, I've gotten it to the point where all I need to do is select the parts in the hierarchy (in a given order of selection) , then…
Hey all, first time posting on here so be gentle :) I'm in the proccess of creating a dragon rig using both gizmos and sliders/spinners etc for control. This is my first attempt at creating my own creature rig, so any help would be appreciated. Here's what i have so far: The model im using as the example mesh for the rig…
Hi all, So I'm currently working on learning to rig quadrupeds, and I'm doing so on a stag model I made. I have been following a tutorial and it is till just now I realized an obvious error in why their tutorial wouldn't work for the front legs. The model that the teacher is using is a dog, and obviously the front leg…
Hey everyone nice to meet you, I am currently doing some rigging in 3DSMax and I am pretty new to the whole thing. Our course final requires us to not use bones. Was wondering if there is a way to force an IK Hi Solver in a specific direction or rotation. Lets say you have a basic foot rig, and from the ankle to the hip is…
Once you apply IK, you can no longer directly transform any object in the IK Chain. To swivel the knee there are two things you can do: 1. Enable Select and Manipulate and modify the swivel gizmo. 2. Set a Swivel Target object in the motion panel. This is the preferred method.
Thanks for the help! When I bake the simulation the bake works but when I delete the rig or the ik's it screws everything up. I think I must have done something wrong with the rig itself, using the controllers to animate and have the constraints linked to the ik's. Here is the hierarchy of the rig.
There are some odd bones used in the Doom3 models. I've made a few characters for The Darkmod so far and you do have to place IK solver bones. These bones need attached to the mesh but not weighted to any verts. Their placement can be fairly random but their pivot location needs to be correct. Basically they tell Doom…