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Preventing a bone from moving vertices past a certain point?
show user profile  Maddermadcat
My rig has a neck bone that moves a tall collar around. When I move the neck bone back, the collar is also pushed back, which is quite fine -- but when I move it forward, the back of the collar sort of sticks to the bone and moves forward with it, which looks quite wrong. What can I do to make it so that the collar is only pushed back with the neck, but not forward?

Thanks. : )
read 348 times
8/29/2009 6:08:46 PM (last edit: 8/29/2009 6:08:46 PM)
show user profile  Jollabollathan
There's not really any way to do it within Skin (maybe with Skin Morphs but I think that'd be more fiddly than it's worth). I think the best way would be to have a seperate bone (or bones) for the collar and use the reaction manager or wire parameters to make it react appropriately to the movement of the neck bone.

read 335 times
8/29/2009 8:04:51 PM (last edit: 8/29/2009 8:04:51 PM)
show user profile  Arliman
It might not be too bad to do with Skin Morphs depending on what you are using the animation for. If it's within Max only, and you are already familiar with Skin Morph, then it might be quick for just that one thing. If you are using it for an external program like a game engine, a lot of that stuff doesn't support Skin Morph.
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8/29/2009 10:57:19 PM (last edit: 8/29/2009 10:57:19 PM)
show user profile  Maddermadcat
Yeah, no skin morph for me, unfortunately. Looks like I'll have to add another bone for this.

Thanks for your help, guys.
read 312 times
8/29/2009 11:10:10 PM (last edit: 8/29/2009 11:10:10 PM)
show user profile  Dave
Jollabollathan has already given the answer I would have. Wire Paramaters are your friends when rigging. Look up some tutorials on them to get an idea of what can be done.

"I flew over Egypt once"

read 301 times
8/30/2009 5:29:25 AM (last edit: 8/30/2009 5:29:25 AM)
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