Hmm, Now I can't figure out how to constrain only one axis. I checked the help guides but it doesn't mention anything about selecting an axis, just whether or not orientation is affected. And there is a lag in the constraint - something handy under other circumstances, but not this one. (Edit, after an hour of searching…
I think you're making things a bit more confusing for yourself Did this myself in XSI too, the way John said. Basically, you will have 2 (or 3 if you want) nulls that are placed along the forearm bone, the verts in that area are weighted to the nulls instead of the forearm bone (or you could skin verts near the elbow to…
Hmm, this sucks. The direction constraint isn't working. The setup I'm using is this: a two-bone chain for bicep-forearm. A one bone chain for wrist (wrist root parented to forearm effector). Standard arm configuration. I have 3 objects placed along the forearm bone (parented to said bone), one near the elbow, one in the…
I've got a character model I've been working on, and I just got him rigged and enveloped in XSI 5.11. But after I had got all that done, I realized when I twist the character's wrist +/- ~90 degrees (the full range of motion), the polygons in his wrist get all twisted up, and his wrist collapses. It looks like a cardboard…
Ah, good deal. Let me see if I got this straight. In essence I would create a null that rotated exactly opposite the rotation of the bone such that it looked stationary to the bicep but moved with the forearm bone in every other way. Then when enveloping I could envelope the base of the forearm to that null so the mesh…