Inverse Kinematics and Hierarchy Linking
on 11-16-2006 02:06 PM
Hey everyone, kinda new here. I've been searching all over the net for tutorials and I haven't had any luck. Asking you guys is my last resort next to buying an $80 book that probably won't give me my answer anyway.
So here's the thing. I'm working with 3DS Max 8 and I'm trying to change the hierarchy linking around of the bones. This way instead of rotating the top bone in the chain(the head of the person in this case) and the rest of the body swings with it, I want just his head to pivot around on the neck bone without effecting the rest of the bones.
I've tried all sorts of creative solutions with linking constraints and fiddling around with the bone editor changing the root bones around, but I don't seem to be having any worthwhile success. So Polycount, can you please help me? [img]/images/graemlins/frown.gif[/img]