Forum Groups
  All forums
    Help & Feedback
      Work in progress
      Finished Art
      Non-Max related

Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies) Members Gallery
(516 replies)
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

Rotating bones around their own axis without affecting linked geometry?
show user profile  Stenrik

New to rigging, not an animator, but I have been thrust into it for a current project. So probably a really basic question, but I swear I googled this question and looked through the overview/did a tutorial.

I'm trying to rig a kind of "opening flower" object with multi-jointed petals, where the default shape is a sphere that can break open.

The problem? Now when I try to rotate outward (towards making the object "bloom"), it doesn't hinge out in the desired angle. I want it to rotate radially out from the convergence point and not "twist" in or out.
I was hoping there would be some "align rotation to bone direction" functionality in Max. I don't see any option like that in bone tools/object properties.

In schematic view, I right clicked the bone and unchecked "move children" and that didn't seem to do anything. The only thing that worked was "unlink selected" in schematic view, rotate the bones, then redo everything again.

TL;DR: Is there a way to temporarily unlink objects from bones so the bones can be adjusted, without having to laboriously re-link all the geometry back to them again?


EDIT: Another completely different problem, gah! When I try to rotate all my objects around the central pivot point, they all seem to rotate around some kind of independent axis. Despite coordinate mode set to "view" and all objects grouped together. It's strange, since I never once rotated the objects when modeling them! The original model was created from a sphere, sectioned off simply by detaching polygons. The only thing I can think of is that "affect pivot only" caused this.
Reset Xform makes them scatter like crazy. I'd like to reset them in a way that they would stay where they are, somehow...


Edit #2: The weird pivot thing seems to have fixed itself.

read 306 times
7/17/2016 4:55:59 AM (last edit: 7/17/2016 6:41:52 AM)
show user profile  HANZZ
Set your Reference Coordinate system to "Local".
Set your pivot point button to use "pivot point center".

Image Hosted by

Then, you have to click on and click-drag the proper rotation circle on the selected object gizmo.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 287 times
7/17/2016 6:27:35 AM (last edit: 7/17/2016 6:29:18 AM)
#Maxforums IRC
Open chat window