Im trying to animate a biped, but some of the bones seem to be sharing an animation track which makes creating complex and smooth animations hard for me. what i mean by sharing a track is that when i create a keyframe for one bone, it is also created for various other bones (even if i didnt move them at all) when i delete…
unfortunately im forced to use this rig as im making this as an add-on to a game so it needs to be made with the same setup as the vanilla assets.. thanks for the help anyways
That's as far as you can take it. It's biped, there isn't much more you can do... except use another system. Before they added knuckles I would build my own hand rigs from regular max bones. It was a bit of a pain managing two systems but I built a lot of tools and controls to make it easy to work with, but never automated…
In the Keyframing Tools rollout there is a group called Separate FK Tracks. You can separate them from there. At a glance it doesn't look like it does anything because it duplicates the current keys to all the tracks. But if you start moving them around you'll see they are separated. Sliding and planted keys are always on…
i have all of the seperate FK tracks option ticked, including the "extras" option, but the fingers are still refusing to cooperate. The rig im using is the setup that came with the cryengine 3 SDK I wouldnt use it normally since its a massive clusterfuck but i have no choice since im trying to make an add-on to the…