As the title suggests, I'm having some serious trouble with custom bones linked to a biped since when I move or rotate them, they stay the same shape or position even if I switch in and out of Figure Mode. I'm very well aware that the bones are not part of the biped, as the Pose/Posture function in the Copy/Paste tab can…
Actually, while I was trying out your method and subsequently messing about earlier today, I may have pulled off something better with usage of IK solvers... It seems to be working, as it defaults to the initial position whenever I do Assume Skin Pose. All that's left for me is to figure out how to have it imitate bipeds…
What I've done with some custom rigs in the past Is build a library of keyed poses past 0. -1 is the bind pose -10 walking root pose -20 running root pose Then whenever I need that pose I copy the keys. If its just a default pose like figure mode. Select the bones, Alt-Right Click and choose "Set Skin Pose". Then you will…
I don´t know if this is a good method or not(i´m sure there are much easier and nicer ways), but you could make controllers for every bone.Then you make one controller for each Controller you have for the bones and wire the X,Y and Z transformations in both ways and have the "Controller Controllers" stay at 0,0,0 for your…
MAke a controller for the bone(just a dummy object for example and Link the bone to this controller.) make another controller, position it at 0,0,0. Now Alt+Right click on the first controller and click on Freeze Transformation.Do the same for the other controller. Now right click on one of the controllers click "Wire…
I must've been misreading your particular suggestion then. Can you elaborate a bit more? As in how do I "wire" the bones properly, and make controllers for every bone? Sorry if I sound rather clueless, I've only been learning this program for 6 months.