Since Biped can only follow one IK object you need to use a work around. Create a Point object (in the helpers tab) and set that as the IK object. Add a Link Constraint to the Point. Animate the Point object to follow one object then the other, and just use planted keys on the biped to follow the point when necessary.
Those are IK bones, used for procedural animation in the engine. FK chains sometimes drift away from their expected position, for example when holding a weapon with two hands, so IK bones are used to ensure they stay in the right location. There was a presentation with the Fortnite developers talking about their animation…
I am trying to rig up a kite (kite surfing) in 3dsmax and I am wondering if someone can share some tips on the best way to do this. Essentially the kite needs to be deformable from completely flat to wind-filled (rounded) while being connected down the line (left and right) to control bars, and then onto the characters…
Small 3DS MAX question. What have you guys found works best for aligning an object to an IK so that it can be used for the swivel angle? Occasionally when creating targets, the bones and IK shift slightly to match the angle of the object placement. I have found work arounds, depending on how the limb is built. But, just…