3dsmax isn't a big fan of multi branching bone trees or re-linking bones after they've been animated. Mix the two and you're pretty much guaranteed a distaster. BUT dummies are pretty good at straining out those weird bone linking issues. In general any time you have a multi-branching tree you want to link the chains to…
Hey guys, I was wondering if anyone knows of any Max tricks to sort out a problem that keeps haunting me. I can't explain why I keep doing this but: I rigged and animated my mesh, then realised that I haven't attached the bones to a root bone. Which the engine requires) When I assign the bones to the root bone after it has…
Thanks for the advice, Vig. I actually rigged my mesh using dummies. I know I said bones before, sorry I just call them that. Anything I add to the skin modifier becomes a bone to me :) . After speaking to the animators here, and taking on your advice. The engine had a problem with the rig one way or another. I needed an…
I totally agree. Vigorous rig testing before animating helps a lot, but it would be infinitely more awesome if 3dsmax handled such things in a not so linear way. Looking at you skin modifier...