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3Ds Max bones + CAT bones rigging issue
show user profile  Tweaki
I set up this kind of facial stretchy bone rig:
Then attached it to a CAT rig, and weighted my mesh to them both.
After making facial poses and keying facial animation, and everything looks great until I rotate the head hub around more then 45 degrees...
Then the weighting on the max bones begins to exaggerate itself in different ways depending on the rotation axis. (There’s nothing actually off with the weighting values themselves, they're very clean)

Here’s a link to some screenshots and a detailed description of the hierarchy:

Any help sorting out the cause would be much appreciated,

Thank you
read 2524 times
11/20/2011 3:47:27 AM (last edit: 11/20/2011 3:47:27 AM)
show user profile  herfst1
If you can, try to make a bone rig yourself rather than using CAT. There's a good tutorial series on
or just search for CG Academy.

But from what you described there's a good chance your rotations are messing up because you haven't set up your facial rig using point helpers to connect with.

Say you wanted to connect the jaw bone to the CAT rig head don't just select and link the bone. Instead create a point helper, align it to the bone on position and rotation, select and link the bone to the point helper and THEN select and link the point helper to the rig.

The reason being is that the point helper will be zeroed out (on it's rotation) and, in theory, it shouldn't behave in a weird manner when you rotate your rig.

If that doesn't work, then I dunno.
read 2509 times
11/21/2011 3:58:01 PM (last edit: 11/21/2011 3:58:23 PM)
show user profile  Reality Man has Neals' Cg Academy videos posted for free........I paid for my DVD set.
and it was worth every penny.
read 2506 times
11/21/2011 4:15:04 PM (last edit: 11/21/2011 4:15:04 PM)
show user profile  Tweaki
Hi, thanks for your response,

I am using point helpers, though the bones were Position and Look-at constrained to them , not linked.

I have done a test where I also link to the point helpers, as well as first aligning them to the bones, and then linking them directly to the Head Hub.
It didn't fix the problem, though that is maybe because rotation data was created World space, I'm not sure how to get rid of that....but I also see it on the max and CAT bones, so maybe that's normal?

After playing around with a simplified version of my max bone set up, I'm pretty sure what I need to do is find a way to keep the X axis' locked on the Look-At constrained bones, so they won't flip around when I rotate the head.

Unchecking rotate X in Link Info seemed to work when on my simple 2 bone version, but not when I went back to try it on my entire rig.

Does anyone know any other way to make sure a Look-At constrained bone stays still on X?

Thx for the body rig link, looks good but I'm going to stick with CAT, as it seems like a much simpler solution in many ways.
read 2475 times
11/23/2011 7:32:54 AM (last edit: 11/24/2011 5:53:25 AM)
show user profile  Tweaki
It turned out to be the upnodes, I turned off always deform in the skin modifier, made a small box infront of her face, set it as the upnode for all the look-at constrained bones, linked it to the head hub, and turned always deform back on....and she works like a charm!
read 2391 times
12/9/2011 3:09:07 AM (last edit: 12/9/2011 3:09:07 AM)
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