I never got pass algebra... Second option would make the end effectors of a HD rig act the same as a Hi IK goal. Per the HD rig works perfectly, on the actual rig versus above with using another IK'ed rig. Pass, not passed.
I started finally animating and realized I forgot the squash n stretch movement for the neck/head (think spring). The issue is the head twists, the neck does not. So in other words I need a squash controller starting from the head, but have the twisting motion as a separate controller. First Rig: Green Dummies and the…
I have a biped upper arm in a master rig. I have a sub rig where the x and y rotation are separate bones (mechanical). Since bipeds wire parameters aren't really exposed AFAIK, I have a dummy object that I wired the x and y axis of these sub-objects to (works fine). Now, I attempt to orient constrain this dummy to the…
I r eally dont want to spund arrogant or a jerk, but the way I see it is that you try to achieve something complex but lacks the tool to do it. Based pn what I know you either have to learn advanced rigging concept, which might include math ...or... You try to keep the rig as simple as possible and ask the animator to…
https://dl.dropboxusercontent.com/u/2904948/Tutorials/fubar01.max The trick isn't to rig one system that can do everything. It's to layer objects on top of the rig that isolate single axes. I didn't use anything complex, just look at constraints and HI solvers. This example isn't perfect. If I had more time I could…
This is the best I can do with HD with its end effectors. The helper objects do not work right since they normally rely on HI Ik goals. http://207.246.157.76/fubarHD.zip The rigging for this is from such: [ame="http://www.youtube.com/watch?v=OLSgqD-JWzk"]Rigging the Character - Part 2 - Foot Hierarchical Links -…
I would throw biped out the window and create a rig from scratch. Is there some specific reason you need a biped? It's not friendly to wiring and constraints, it does what it does and that's about it. A universal joint is pretty easy to setup, but it can get pretty complex if you want to introduce IK/FK switching or start…
Yes. And it can move in y axis, while xbone only moves in x (hence wire). No fbx. Mesh rig is made from linked dmmies. No way I could create linked bones and have their local axis follow very specific angles and pivot orientation. In any case I would still have wire conflict afaik. I you mean slave biped, that is simply a…
I want it to rotate. In y only for ybone and x for xbone.. But I want it to respect the local y axis. The orientation offset (which I still have not figured out where I get the correct numerical data - tran exp euler info doesnt seem to be it). Also the check box just resets the bone back to its original offset. Its still…
I dont think you'll manage to get a working rig with the biped if you want to achieve this effect. I'm mostly concerned that I you manage to get it right it might not work with the IK FK system of the biped Your best bet is to go full custom