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Bone links
show user profile  Preston556
Hallo all. I have come to ask a question about rigging with bones. I have made a big hobby out of modeling some detailed figures (bipeds), and have always tried to find away around this. When I rig the faces of the models, I normally have the following layout:
Head->Jaw->Mouth
| -lipsides -lipsides
Neck
|
Chest etc...
I would like to know how to link my two "lipside" bones to the head, but still make them able to be transformed. So per say, if I rotate the head on the model, the lip sides will move with it 100% as if linked, but I am still able to move them via transform tool. I've never truely figured out how to rig properly for rotations to control facial expressions.
I have seen this done before, but I never was able to ask how it was done. I've tried quite the bit, and thought I had it today, but it deformed the weights in the Skin. If anyone knows the answer, or does not know what I am talking about, please tell me. It would make animating so much easier.

Thanks!
~Preston
Lord save me from me sins.
read 712 times
2/8/2011 5:47:02 AM (last edit: 2/8/2011 5:53:31 AM)
show user profile  Mr_Stabby
unless you are dealing with a bone chain linking doesent inhibit local transforms so just take the lip bones, convert to epoly and link then to the head. you can use any kind of bone/poly/spline for skinning, it really makes no difference (aside from splines weighing as verts instead of whole object for extra control and polys losing their default envelope as opposed to bones but these are useless for advanced rigging anyway)

read 700 times
2/8/2011 6:27:01 AM (last edit: 2/8/2011 6:29:10 AM)
show user profile  Preston556
I'm sorry, due to medicine from an illness, I may not be comprehending this properly. I convert my lipside bones to editable poly, link them to the head, and then I can move the lipsides without using rotation tool, and without moving the entire head? (While also maintaning that I can move the head bone, and the lipside bones must follow) Thanks for the reply!
~Preston
Lord save me from me sins.
read 682 times
2/8/2011 10:33:45 PM (last edit: 2/8/2011 10:33:45 PM)
show user profile  Mr_Stabby
sorry, my bad i just tried it and it seems bones when converted to epoly retain their bone link abilities (didnt do that in older max). what you need to do is to just use a box or a random non natively bone polygon as head bone (or you can keep the head bone if you need it for ik or something, link a point helper to the head and link the lips to the helper to break the chain)

read 676 times
2/8/2011 11:08:49 PM (last edit: 2/8/2011 11:10:47 PM)
show user profile  Preston556
Thanks. You're a life saver. It worked pretty well, I just need to edit some weights because they seem to drag just a little.
~Preston
Lord save me from me sins.
read 669 times
2/8/2011 11:42:28 PM (last edit: 2/8/2011 11:42:28 PM)
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