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I’ve been playing with lowmax a bit and also noticed this on the skeleton rig they have a very useful button of snapping the IK to FK controls and vice versa.
I have a slider to blend between the two but now function of snapping one to another except I can use align tool to get the IK to snap to the FK.
I was wondering if anyone out there could tell me how to do this. I’m not even sure on how to make buttons for the attribute holder, that would be handy to know also.
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To get buttons to work and do anything useful in a custom attribute definition you will need to learn how to write Max script, is this something that you have done so far? If not you need to start learning it starting with some of the basics. Bobo has done a great job on the tutorials that ship with Max, start there from the first.
Paul Neale
PEN Productions Inc.
penproductions.ca / paulneale.com
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penn 11 August 2009 09:40 PM
To get buttons to work and do anything useful in a custom attribute definition you will need to learn how to write Max script, is this something that you have done so far? If not you need to start learning it starting with some of the basics. Bobo has done a great job on the tutorials that ship with Max, start there from the first.
Yup I’ve started to but so far its only been the basics from your training material.
Thanks for the tip, checking it out now.
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I’ve done a simple way to switch from FK to IK with just a attribute holder :
You build an arm with Bones in FK ( that U use as the Skinning Bones) and then you do another arm with Bones in IK .
You just have to Do a Position and Orientation Constraint to the FK(Skinning Bones).
To control the switching you do a custom attribute (0 to 100) and you wire this attribute to the weights of the position and orientation constraint of every FK bones !
No scripting ...
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