When I switch the foot from IK to FK, it rotates the foot and toes for some reason. It's very annoying. I don't want it to do that. Here is a short, short, short video of me explaining the problem and demonstrating it: https://www.youtube.com/watch?v=mKUsUJD8Lmc 3d studio max 2014
Hello, This is my first post here and it's already a question, I hope some of you guys can enlighten me on importing motion capture data into 3ds Max for use in a computer game. I've read alot of posts here and articles about motion capture elsewhere, but none gave me the answer I need. As I understand, without the…
Hello, polycount! I'm trying to learn some more rigging techniques and was wondering how to rig a person holding a two-handed weapon. I don't mean rig a person in general, but what kind of a setup to use on the hands for a nice-to-use and robust two-handed wielding. For rifles, I imagine IK on the arms to follow the gun…
arm trouble: Ok , im having troubles with this , its sorta the reason things have slowed down on this project ... hopefully my diagram is sorta readable and you can see that i have alot of joints in the arm , im using maya , how on earth do i run an IK chain through this and have it only afect the elbow joints but still…
Click Joint. Attribute Editor -> Joint Labelling -> Other and you can type in whatever you want. Make sure to tick draw label. Dont think you can name an ik handle. But just use the text tool and parent it under the ik handle. Can also do like a constrain against the camera to act as a sprite.
If you want it to snap back to a straight position when at minimum length, you could have 2joint chains that you blend between using the length attribute as the driver. So you have one short joint chain that represents the minimum length straightened out sword (You could animate this FK if necessary), and another chain…
Hi Polycount. I'm very new to rigging and I've been looking around for a while now of techniques I can use to properly rig this machine I'm working on. I've found a lot of mixed information and I'm definitely doing things wrong. Here is the machine. For now just trying to work with one arm, will be adding 3 more once I…
Hi everyone! I'm having problems with skinning geometry to joint chains, that is attached to another joint. The IK works fine by its own when I'm moving it. From image #1. In image #2 I'm moving the IK by my self and the skin-function seem to go just as it should. But the IK cannot be moved as a parent to another joint…
-3DS max 2010- Blue = Z axis Green = Y axis Red = x axis This is my first post and also first time rigging in max and I am looking for some help with this mechanical arm mostly dealing with constraints and IK. it is a 7 function arm 1)To start off I would want to constrain the bottom blue cyclender to be locked so that it…
New to rigging here. I've done rigging on basic meshes when the legs were straighter, but now I'm working on a fairly realistic female model. Her legs are a bit bowed, so the leg joints don't go straight up and down if I align them with the leg (knee is in a little bit, and obviously for a female, the hips protrude a bit).…