Quite the necro there. AS will orient your joints automatically to keep the IK chains planar. You can tag your Fit Skeleton with "Free Orient" to override that behavior.
The position of that bone is determined by the orientation of it's parents. if you want the hand back where it was at the earlier frame you need to duplicate the keys on the arm bones or use IK
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.
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.
So if I'm understanding you, you want to use something like Biped's 'planted key' functionality? Where you can lock down a foot and have it not move while you animate the body, right? But then set a 'free key' and have the foot follow the body, right? If so, you're not going to get this sort of behavior with standard max…
Hello ! This is my first time posting so forgive me if I'm not posting in the right place. I've been modelling this little octopus for some time, this is my first rigging a character, I plan on making a mobile game. I want to be able to export the mesh and armature to Unity. I made an IK rig following this tutorial. I…
The wire joints have to be connected to the controllers as they need to be connected to the the rest of the rig, or they will never move along. U should build a IK Spline Handle from the first to the penultimate joint of the wire's joint chain in order to obtain a better controll on the stretching/positioning of the wire.…
Hey guys, For a uni module I have to rig a dog model, and sadly I have practically no experience with advanced rigging....All that I have used is the skin modifer ha Heres my current progress. Sadly the tripple IK leg is broken and the IK solver spine doesnt work either so I will have to re do them :( I plan on using…
Hey Guys, got a question regarding animating in maya. What i'm trying to figure out in this case is how do I make a joint system with Spline IK that follows a secondary curve when entering in proximity. I recall something back in college but its way to fuzzy of an idea to put to use. Below is an example without the…