Maybe you can try and HD Ik chain. It works well for mechanical joints. In this example grab the brown box, and move it around. The shoulder and upper arm joints have their axis disabled in the Hierarchy Panel > IK. https://dl.dropboxusercontent.com/u/2904948/Tutorials/ArmRigIK_HD.max
Ok I have spent the last two days on this particular problem and cant come up with a solution. I am attempting to create a helper system for this custom rig. The tutorials I found assume a HI IK. Unfortunately while I can get a HI IK to work as a separate IK chain with the other bones attached, it cannot interpret the wire…
I realized I had forgotten a rotational joint for the shoulder. So I had to go back and redo a portion. I am back now to attempting to rig. This time just going with a custom rig versus attempting the biped bit. However, I'm still getting stuck in some areas that I can seem to find the right search engine keyword for. So…
You can use this code to place the ik elbow upnode in the right angle / spot when switching. Using to normalize part and the matrix part will give you a transform matrix. Use it to place the upnode target
should help fix your Ik --> FK issue http://docs.autodesk.com/3DSMAX/14/ENU/MAXScript%20Help%202012/index.html?url=files/GUID-83E779EA-03B6-4785-B610-9A6EE574E10-273.htm,topicNumber=d28e92839
Ok, I am almost done! This thread has taught me so much. So here is what I got and the two things I have yet to figure out. I am doing a FK/Ik mix on the arm per [ame="http://www.youtube.com/watch?v=j8UVIsjskE0"]Rigging the Character - Part 12 - Arms Blending IK/FK - YouTube[/ame] The issue is, and maybe its unsolvable…
Maybe we are talking past one another. Are you speaking about this? "IK_l_arm_elbow_control". Thats only being used as a swivel goal. Which I was just trying to figure out how to turn on/off that boolean in its options through parameters. Or do you mean with IK elbow upnode, making on the slave rig thats looking 50/50…
I never got pass algebra... Second option would make the end effectors of a HD rig act the same as a Hi IK goal. Per the HD rig works perfectly, on the actual rig versus above with using another IK'ed rig. Pass, not passed.
I dont think you'll manage to get a working rig with the biped if you want to achieve this effect. I'm mostly concerned that I you manage to get it right it might not work with the IK FK system of the biped Your best bet is to go full custom
Thanks Monster for taking the time, I finally got back to it today. Unfortunately your script locked the twist to the upper arm, versus twisting in union with the elbow. I have enough controls that I can just do a 1 to 1 between the IK and FK and not worry about percentages, was just trying to offer as much functionality…