Hello guys! Just wanted to post the answer to a problem I've had lately, and since I haven't seen a thread on it yet, I figured I would post it here for anybody who might of had the same issue! So my problem was that on several occasions I would open a Maya scene of a Character I was working on with a Human IK controle…
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 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…
Saving/loading animation has same effect like when you simply scale the rig (every ik chain is dislocated) I have tried everything else that was suggested, even on one of the posts from this forum, that I found through google and everything gives the same result. This leads me to conclusion that my ik chains are the…
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 think your best bet is lniking the chain links into a heirarchy (you can use 1 bone for each link and just parent the bone to the links), apply a spline IK to it with a few control nodes. Hide that on a layer. Make your animations. then unhide the chain and key it to match your animations. You could experiemnt with…
Before importing the animation, on the biped I would try... Go into structure mode save a FIG file then increase the leg length get out of structure mode import the animation, and if it works go back into structure mode and load the FIG with the correct leg length. It looks like the import is favoring IK foot position. But…
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.
gim·mick [gim-ik] 1.an ingenious or novel device, scheme, or stratagem, esp. one designed to attract attention or increase appeal. sounds appropriate to me. :D