Not sure I follow. I tried the script on the page you sent, and it does create a box that averages between the three points.. So, to translate, do I create a point at the axis of each fk and Ik joint? Then make them children of that joint. With the third point orientation and position constrained to those two 50/50? Then…
Thats in part why I am using a biped master so I can get an ik/fk with this setup. Becausr of that though is why I have to use the mid snapshot rig to capture the bips movements and have its wire parameters open. Cat actually was corrupting my files so bad, max would crash trying to even open one through the merge function.
I'm not sure what you're trying to do with wire but might have to do some math last time I scripted something that was depending on an Ik setup I had to do some trigonemetry to get the right angle and rotation. Maybe this was based on my setup at that time, never redid something like that since then. Maybe someone can…
Thanks Monster and Mrfred. I attempted to mimic your rig, and I must have missed an attachment somewhere, or a pivot axis I should have kept in 00 world space I instead rotated locally. Anyhow here is what I have. Tried to make it easy to follow. I didn't worry about hand/foot, as those are separate IK chains and work…
This is the best I can do with HD with its end effectors. The helper objects do not work right since they normally rely on HI Ik goals. http://207.246.157.76/fubarHD.zip The rigging for this is from such: [ame="http://www.youtube.com/watch?v=OLSgqD-JWzk"]Rigging the Character - Part 2 - Foot Hierarchical Links -…
I would throw biped out the window and create a rig from scratch. Is there some specific reason you need a biped? It's not friendly to wiring and constraints, it does what it does and that's about it. A universal joint is pretty easy to setup, but it can get pretty complex if you want to introduce IK/FK switching or start…
I want it to rotate. In y only for ybone and x for xbone.. But I want it to respect the local y axis. The orientation offset (which I still have not figured out where I get the correct numerical data - tran exp euler info doesnt seem to be it). Also the check box just resets the bone back to its original offset. Its still…
Forgive me, but there is something confusing me about the way you explain this stuff. From the screenshot you posted, I never would have imagined the Max file you shared. But to answer your questions specifically. Your question is a little ambiguous. Do you want the Bone Y to never rotate, or to just keep it's offset in…
So the usual way I would fix this is to set the Orientation constraint's Transform Rule to Local > Local. However, this won't work for your model because there is an offset (the constrained bones have +X point to the next joint, and the FK and IK bones use -Z) so you are using "Keep Initial Offset". I was able to fix it by…