oh got it, so by any chance know some place I can get into advance IK FK stuff without max script coding? I found few on youtube lets see what I can do with those but I doubt it would be anything close to this.
I haven't done a ton of this. But I have seen riggers create a complex rig for animation and editing, then add an abstraction layer on top that converts all motion into standard FK for export. So, the IK drives the FK. For example, a complex cloth sim drives individual FK bones that then drive a simplified cloth which can…
this just got interesting, so much to look into. So far the tutorials I have found are using IK and or look at stuff with expressions controllers etc. Guess I should first focus on getting my rig as its just overwhelming thinking ahead for unreal at this stage. Thank you, please do share more light on the rigging if you…
That articulated nozzle is pretty insane, lots of sliding joints and constraints. If I had to set this up I'd try to abstract it a bit. In 3ds Max I would try setting up some control Splines, with the meshes on Path Constraints, or something similar. This may be too complex for a starting task though. If you want to start…
I have done long long time ago those crane IK FK , Leg joints, look at constraints, robot arms so I have the general idea and making those. Found Neales 4 hour long videos on Youtube that might help also found one on Vimeo this one shows making sliders to control (set limit) to your joints so gonna follow this up. for now…