View Full Version : relative affect for bone controller?
Im using 3dsmax 7..
Is it possible to make a controller for bones, that would affect them according to the distance? Below is an example of some eyebrow- bones that I´d like to work that way.
Secondly, is it possible to link any morf targets to the controller movements, and how would it be done with max?
If somebody has a tutorial, or just knows a brilliant hint for me, I´m sure it would be helpfull for a lot of us..
13-01-2005, 09:04 PM
Can you be a little more specific by what you mean by "affect them according to the distance"?
If you mean you want the eyebrow bones to move relative to the position of the controller object, you can just wire the parameters directly from each bone to the controller. Select the bone, then right click & choose wire parameters. Then go to position/y position & wire that to the controller's y position (or x position or z position or any of the roptation tracks - whatever you want really,). Choose a one way connection, pointing from the controller to the bone & hit connect. Test it.
Linking morph targets to the controller would be done in the same way - a word of warning though, I've never wired a morph target to a control object, (usually I just use the interface in the objects modify panel,) but there's no reason IN THEORY that it shouldn't work. Select the morphed object, navigate to the morph target & wire it to the controller as before. As I said I've never tried it so it might not even be possible, but give it a try & let me know how you get on.
Just out of curiosity, if you are using bones to animate the face, why are you using morph targets as well?
I was already getting desperate, but now you saved my day(week). This wiring is something they never teached at school, or must I have been in the smoking place that precious time(sic).
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