Groups > Design > 3dsmax rigging > Re: How to have Biped work with custom controlls ?




Re: How to have Biped work with custom controlls ?

Re: How to have Biped work with custom controlls ?
Wed, 5 Sep 2007 01:03:49 +0000
>I want controllers in the form of
>spline on a Biped just like a custom 
>made rig would have, just like you 
>said wrist contols,head controller,
> waist controller etc. 

In a custom bone skeleton the spline handles are usually parented to end
effectors or the bones are constrained in some way to the splines. My suggestion
for a BIped won't work in exactly the same way. When I said "Attach"
the torus to the Forearm, I mean literally to use the Attach button in Edit Mesh
i.e. the torus will become mere additional geometry to the forearm. 

Some people would even collapse the stack so that the forearm is now an Editable
Mesh object. I don't like to do that because that will change the forearm's
object class, which means that some scripted BIped tools will no longer
recognise it as a Biped object.

But I digress... By attaching the torus to the forearm, all you've done is add
to the forearm's geometry - why bother? Well, quite often you've got an external
skin surrounding the bone which makes it difficult to select the Biped bone
underneath. The torus geo simply pokes through that skin mesh. Once you select
it, you've actually selected the Biped's forearm.

However, the most common solution is to use a scripted tool like Biped Worker,
and I think Blur has a free one available too. This puts up a floating dialogue
with a graphical skeleton in it, so whenever you want to select a Biped part,
you select it in the dialogue instead. Do a search on Scriptspot. 

>Now, as per your solution, once 
>i add editable mesh and attach the 
>torus, would i be able to load MoCap 
>files on that biped?? and would the 
>Biped act as the Character Studio's 
>Biped and NOT a normal bone?

Yes

>if i do the controls with your suggested 
>method, how would the skin info work?
>would the extra torus hav another 
>envelope for skin or the usual 
>enevelop would be present?   

Like I said, all you would have done is extend the geometry of the Forearm, so
Skin will work as normal.

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