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I thought I would try creating a custom rig instead of relying on the biped system. I'm following a Digital Tutors tutorial on creating a character rig for production. The tutorial says to link the neck bone to a triangle shape that we made to be the global controller, so that we can scale that object and it scales everything. If I do that, it starts deforming the head and neck bones when I move them. Any idea why it would deform, just from linking it to a spline?
I'm using 3ds Max 2011 SP2 - 64 bit.
read 298 times
12/28/2011 4:49:33 AM (last edit: 12/28/2011 4:49:33 AM)
your stuff is being skewed. I dont know if they told you to or not but with spline IK you never link anything to the spline itself, it just serves as a path constraint for bones following it.
read 288 times
12/28/2011 5:45:17 AM (last edit: 12/28/2011 5:45:17 AM)
If I link the neck bone to the helper under it, and link that helper to the control shape, it works like it's supposed to.
read 275 times
12/28/2011 4:48:05 PM (last edit: 12/28/2011 4:48:05 PM)
Bones f up in the 64-bit version, especially when you try to rotate them. Try the 32-bit.
Also only work in side view (left or right) when creating the spine, that way you won't have the missalignment error.
read 269 times
12/28/2011 5:22:58 PM (last edit: 12/28/2011 6:47:21 PM)
i've been using the 64 bit version exclusively for years now and not a single fuck up. I think you mean bones flipping at the edges of some constraints - thats just how history independent algorithms work and happens in any flavor of max
read 255 times
12/28/2011 8:50:45 PM (last edit: 12/28/2011 8:50:45 PM)
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