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I tried to fix it by making finger bones for both the ik and fk rigs, as before only my original bone setup (which became the 'blend' rig) had finger bones. But when my spinner is at 0 (full ik control) the finger bones just seem to limply "slide" with the hand, not following it at all. I have a custom spinner on each ik and fk controller to slide between both, which works out fine.
#Reddit krita bone rigging how to
I am stumped on how to rig up the fingers to follow this blend system I created. But the tutorial only covered setting up the arm, not the fingers. The arm set up works just fine with setting up orientation constraints/wiring up the ik/fk switch and so on. I followed another tutorial and created an ik/fk blend for my character's arm, as I wanted the added control of fk for posing and animation. My new problem however occurs as I advance in my knowledge of rigging. I will also try the method you suggest as well then to see what works best. To a beginner like me, rigging in Max almost seems completely different every time you do it. I actually got the rig to work following a tutorial. I'd like to thank you for your help and assistance, Shawn. So, what do you think I should do to continue making this rig work? Sometimes it works and other times it doesn't. I am having lots of trouble replicating this however as the HI solver doesn't seem to like connecting to the spline controller sometimes. One tutorial has me creating two spline controls aligned to the hand, with the IK chain being created again at the upper arm bone and ending at the spline controller instead of the hand bone.
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I ended up trying the above as a way to synthesize what the other tutorials taught me. Suddenly the hand bone loses its connection to the two arm bones, the IK goal no longer works to move the whole arm, and the only thing I have left is the spline control being able to rotate the arm, but the rest of the rig is then broken. The problem begins when I link the hand bone to the spline control. The rig so far is made up of:Īn IK chain started at the upper arm bone and ending at the hand boneĪ Point Helper that the IK Goal is linked to, which controls the arm movementĪ spline control that the hand bone is linked to in order to rotate the hand up and down. The finger bones are linked to the hand bone (as an aside, what makes more sense, simply linking the finger bones to the hand bone, or using Connect Bones from Bone Tools?). The arm is three simple bones terminating into one hand bone and three fingers including the thumb. I set up the bones, being very careful to align their pivot points with the actual mesh "joints" of my model, as you can see in the attachment. I've tried a number of separate tutorials on the web for bone rigging, trying to learn as much as I can from all the different approaches to hand/arm rigging, but one problem continues to plague me. Foot rig tutorials on the web are plentiful, and I am grateful for that as I've made a few basic foot rigs without too much frustration, but I am continuously struggling, however, with setting up a rig for the arm and hand. I am a beginner to 3d, specifically 3ds Max 09, and am teaching myself the basics of rigging for my first model, a cartoony robot dude. EDIT: My original problem in this first post has been fixed.
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