A:M Rigging
Rigging & Relationships
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PURPOSE We want discussions of "beginner" rigs, IK rigs, FK rigs, "auto" rigs, comparisons, suggestions, and design histories. POSTERS I suggest not commenting on a rig's strengths or weaknesses unless you have significant personal experience: this probably means accomplished animators and rig designers. An exception would be "first impressions": you can describe your initial experiences in trying out a particular rig for the rig's designer to think about. When you post into the topic, list your rig experience (maybe put it in your Signature). For example, 3DArtz (Mike Fitz) would have "designer: COGS" listed. You animators list the rigs you're familiar w…
Last reply by martin, -
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In response to a query about how to find unassigned CPs, the answer is... every CP is assigned to something. Here's how to see it and change it: AssigningCPs.mov
Last reply by robcat2075, -
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I figured this would be the best place to put this...it is an illustration of something I mentioned in another thread. It's a very simple car suspension. Don't critique me to death, I realize it needs a lot more. My only aim was to illustrate how to keep tires on the road using the same method that is in an IK leg. The example was made in v13. I hope this is helpful to someone. car_suspension_example.zip
Last reply by mtpeak2, -
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The Software Tutorials Forum is proud to announce David Simmons's Tutorial on Rigging a Face. Thanks to David for making this available to the A:M Community.
Last reply by robcat2075, -
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Hey guys, so, I've been knocking myself out trying to work through what I suppose is potential smart easy way to handle a pure on off IK/FK switch and as far as I know, it is currently not possible to do in software. But for anyone interested in killing a few moments to read here is the idea.... 1. have regular arm bones, shoulder, bicep, foream, hand. 2. have normal IK set up.... hash 2001 style. 3.have ON/Offpose called IKpose, where the IK constraints get activated. 4.have ON/Offpose called FKpose where the FK stuff gets activated.... basically just locking the bones but with this addition. Constraints that manuvuer the ik bones to exactly where they WOU…
Last reply by Dagooos, -
Nerrazzi, is this what you wanted for shoulder movement?
Last reply by trajcedrv, -
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I added key blips to the motion arc tracker. This not only allows you to see the keys in regular shaded mode, but it also lets you see them when the tracker is not selected. This makes it practical to have multiple trackers in the scene, assigned to different joints. The color of the markers is set by the surface properties of the model. change the diffuse color for each copy of the tracker in your scene to make it east to distinguish between arcs. edit: original thread here Edit: Newer version further down this topic arctracker.mdl
Last reply by Rodney, -
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Hi there, I have a rig that I was working on a while ago. I am quite pleased with some of the features. It isn't finished yet and consequently the right half of the body isn't rigged as it should be. (**NOTE, ONLY THE LEFT SIDE OF THE BODY IS RIGGED PROPERLY** You may notice odd twitches from the right leg. This doesn't happen with the left. Some of the deformation is off because I removed geometry for the sake of sensorship and copyright.) **UPDATE** I POSTED A MORE COMPLETE VERSION OF THE RIG ON THE BOTTOM OF PAGE 1 Here are some instructions and notes (please forgive my wierd naming conventions): --------------------------------------…
Last reply by John Keates, -
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Perhaps you've heard that Hash is starting a movie in 2006. One thing we'd like to have is a standard rig that can be used on all the characters. If you've developed a rig that serves you well, the animation directors for Oz would like to see it! Particularly ones that offer solutions to common problems. Or maybe you've made some stunning advance in the art. Post sample rigged characters in this thread. Of course, they will need to be non-proprietary rigs. I'm not a rigging expert, so I'll be looking at them from the POV of someone who'd have to use one to do shots in Tin Woodsman of Oz. And I invite all the other A:M animators to check these rigs ou…
Last reply by mouseman, -
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I have finished the "rough draft" of my Warhawk BattleMech. This is the upper body portion. I put the following bones in Here is the PWS showing the relationship of these bones But when I try to move the lower arm bone (we would call it a forearm bone) all I can do is rotate it - but I want to translate it to move back and forth - either extending or retracting the "hand". Here is the lower half It will require a "chicken walk" I have looked at the Technical Reference, ToAM manual, the 2000 A:M manual, the "lets take a walk" tutorial, David Rogers book, ... Thanks so much for all the past help.
Last reply by robcat2075, -
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I know there's a few automobile modelers on this forum, this thread is for them. While animating a car turning a corner on my city street back lot, I realized that keeping the center (black) bone of a model tangent to a sharply curved path only produces believable results for short (in the Z direction) models. When a longer object, like a car (or pickup truck), goes around a tight curve both the front and rear wheels do a lot of sliding with respect to the ground. After some experimentation, I have a suggestion that may require some (perhaps painful) re-working of existing models but will pay dividends if you want your models to turn tight corners convincingly and ste…
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I've been having a very hard time getting Smartskin to mirror correctly. So, I ended up making a simple model in v16, v17 and v18 to see if and/or when things go wrong for me. On my end, the only way I can get Smartskin to mirror correctly is to make the model in v16...unless I'm missing something. Here is a quick video showing the included Project with similar models made in v16, v17 and v18. Each model has a Smartskin on the right side with an Action for each bending the bone that is affected and the left side version of that bone rotated similarly. I right mouse-click on each model in the PWS and mirror the existing Smartskin, then check each Action to see…
Last reply by SplineSoup, -
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Hi guys: I'm modeling a tentacle to go with my Nautilus and need some advice on how to rig the sucker for some smooth manipulation. So far I have a simple tentacle with linked bones for every segment. Bone 1 has spline ring 1 assigned to it, bone 2 has the second spline ring assigned to it, and so on down the tentacle. I have no fall off or anything else set up. I also don't have any experience in rigging. Soooo, if someone could walk me through the steps I need to take to get a nicely maneuverable tentacle, I'd be much obliged. Attached is a cap of the tentacle, bones, and the way it moves now. Not very pretty. Eric Edit: One thing I do know…
Last reply by mtpeak2, -
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I'm glad Mulls ressurected this topic: http://www.hash.com/forums/index.php?showt...=0entry116078 because I'm really enjoying working with one of these setups. BillY, (If you happen to poke your head in here) Am I correct in assuming that there's similar info in the "animate a face" cd from Anzovin Studios? because if so, I'm buyin'!! Anyway, Like I said in the other thread, To save a lot of time, I set up my interface as a single patch with an image decaled onto it. I gave the interface patch a bone, and parented the nulls to the bone. That way I can grab the interface bone and straighten it out no matter what view I'm in. When I want to do a final re…
Last reply by strohbehn, -
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I thought it would be best to place this in the rigging section - I am doing a simple rig of my own for learning purposes. The penguin is not terribly complex and I think I can get by with fewer bones - flippers only have 2 bones, for instance. I am noticing something odd, though. Currently, I have my hierarchy set up this way: Head Neck Torso 2 Torso 1 Pelvis Left thigh Left femur Left foot Each of those bones in the list is a child of the one above it. However, in the properties panel when I turn on "attached to parent" I notice something odd in the case of the neck and head bones: when "atached to parent" is turned on for th…
Last reply by robcat2075, -
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Hey Guys! Playing with V18E got me to this: I make a simple model, like a tube (simple circle extruded 8X) and I bring it into an action. I want to make a New Distort in the action to bend the tube, so I rt-click on the action and choose New Distort. I now notice that a new object has been created in the Objects PWS and an instant of it is in my Action... but if I go into muscle-mode to start deforming the distort-mesh, my tube-model remains unaffected. I see that there is a 'target' pull-down in the distort action object's properties... but it seems to be unable to select anything. How can I get this to work?
Last reply by John Bigboote, -
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This is a question for those who do quite a bit of rigging. I was imagining an interface gadget that would assist in apportioning weight percentages. Currently we type in values in the Edit CP Weights dialog and we try make them always total 100%. If a set of CPs had only two bones (A and B ) associated with it, A:M could show a slider that would adjust the weight from 100% A, 0% B on one end to 0% A, 100% B on the other end. If a set of CPs had three bones associated with it, a linear slider wouldn't be sufficient. A triangle shaped gadget could represent all the possibilities however. If your control was at position 1, that would indicate ne…
Last reply by HomeSlice, -
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Background: Theo Jansen designs and builds creatures he calls Standbeests; they are quite large, wonderfully whimsical, and often wind-driven. Here’s a link to his website: www.strandbeest.com A few days ago, I decided to model a version of his Rhinoceros, not a particularly difficult task. Then - before building the model - I fell down the rabbit hole of trying to mimic the leg mechanism that drives the Beest the way it actually works. Not necessary to make a model animate, as a simple set of bones with basic key framing could do that job, but an interesting problem. I have been stuck in the rabbit hole for days. Rigging and constraints are …
Last reply by fraizer, -
After Bones: 1 2
by MJL- 1 follower
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I have made a new character. As you can see he is fairly simple, having no legs. I know that there are a number of rigs available complete with installers, but I thought that this might a golden opportunity to learn in more depth, step by step and rig this little guy from scratch. I have made the necessary bones and assigned the cp's. What would be the next step? CP weighting? And what about IK and FK and that Chain Thing?.
Last reply by Paul Forwood, -
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SO- the new version of 'Element 3D', which is Video Copilot's After Effects plug-in that renders 3D in AE via GPU now supports the importing of animated OBJ sequences, which brings me to wonder- how would I export an .obj sequence out of A:M?
Last reply by John Bigboote, -
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Here is Matt going 'round the bend' again!... if Vern were still around I know he would pick-up on this! I just saw Character Box from Japanese company PSOFT.... for modo. Link: http://www.psoft.co.jp/en/product/cbox/index.html It is sort of a cage based rig- where you size the cages to envelope the various parts of your model. This is how ikinema works too. This approach gives very smooth deformations no matter how dense the underlying mesh is. I always thought we have what it takes to do this in A:M, in conjunction with an existing rig setup (which you still need for all your FK/IK and constraints) So- instead of endlessly dinking with weighting or cogs or sm…
Last reply by robcat2075, -
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One of the really ellegant ideas that is used in the Squetch Rig is the "Install Rig Plugin". This basically allows you to fit each component of a rig ( say, a complete leg rig ) with all its geometry, control bones, Nulls, etc into a new model. Then when the Install rig plugin is run, all the components of the rig get moved back into their correct positions in the bones heirachy, and all the install bones are removed. The details are here: The Hash Install Rig Plugin The problem is that to install the installation rig, you have to move the install bones via the the "n", "r" and "s" commands along with dragging the position manually on the screen. You can…
Last reply by mtpeak2, -
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I am trying to rig a coffeecup using the 2001 rig. What to do next? Scaling the arms? Or scaling the blue bone - Back2 - between the arms? Or what? I want to have the neck somewhere on the lower half of the coffeecup between the mouth and arms. Thanks for some advice!
Last reply by seven, -
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I had hoped to have the tutorial done by now...but, since I don't, I thought I'd at least give people something to tear apart over the weekend. Here's a project file with a rigged and unrigged head (for practice or whatever). Hopefully, the tutorial will be done in the next couple of days...I just don't know when it will be anywhere to be downloaded. I still haven't e-mailed Hash about seeing if I can put it up at AM Films...man, I'm really dragging my feet. Thanks to Victor Navone for sharing the rig he designed for his character in Big Bang and thanks to Shaun Freeman for posting an example on his website (I don't know if the downloadable example is still th…
Last reply by itsjustme, -
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I made a skeleton for one model, and have several other models that are similar. How can I save the skeleton and use it in another model. Is there a way to export just the skeleton?
Last reply by NancyGormezano, -
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I did this test awhile ago, for my own education, to see what differences could result for a typically simple joint (such as elbow, knee) when using fan bones (3 bones total) and cp weighting, as well as for just cp weighting with 2 bones (no fan). This assumes that there are three rings for the joint. I did not test different positioning for the fan bone, nor joints that were not 3-ringed, ie 2 rings, or only 1 ring. The fan bone also has a constraint to orient 50% like bone 2. I didn't experiment with different orientation % either. The best choice would depend on the look that one wants. Just seemed simple to go with 2 bones and weight them for my purposes. …
Last reply by robcat2075, -
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https://www.youtube.com/embed/5WT7_F5wsQk Saw this video from Animation Mentor about an upgraded version of their "Bishop" character. It has a bunch of switches and controls to allow it to change the character (al la Poser) into a multitude of characters. It occurs to me that we could possibly make a similar character in A:M using the examples of Mechadelphias "Saucy" Rig and the pose based action objects shown by Shelton and Mouseman.... Thom 2.0?
Last reply by Rodney, -
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Hey everyone, I have a rigging question.....for ideas. I have a few of my own concerning this, but I wanted to get some feedback. I have a mesh/ human character. There are currently no bones or rig. However, All the joint motions are already on sliders. For example, there is a slider that bends the legs. There's a slider that bends the bicep, etc. In other words, the joint motions of the character are all on individual sliders. These move the mesh as though bones were already present. I want to place a rig on this character that utilizes these sliders. Obviously, the skinning, weighting is in the slider motions already. I thought of some kind of M…
Last reply by zandoriastudios, -
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I started using Lightwave3D and combine AM rigging ability with Lightwave3D. AM still has the best smart bone rigging system, However its weakness is driving a high patch count model with rigging. We have a weight transfer plug-in for AM model. That's almost like a cage driven system. I wonder if having a plugin that allows you to rig a lo rez model and animate it, then link that mesh to a hi rez model and animate it? Basically what I am working on now is to rig a cage mesh in AM and then export the action file thru MDD, and then use the mdd file to drive the hi rez model in Lightwave3D by way of lo rez cage model.
Last reply by 3DArtZ, -
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Hey everyone! I'm working on rigging a character for an upcoming short film and have a puzzle to bring to the table regarding hip/thigh rigging. While rolling the thigh bone on my character (and pretty much every library character), I observe a disconcerting tendency of the pelvis to simply collapse. To remedy this, I'm exploring the use of a chain of "fan" bones to distribute the roll of the thigh along a series of thigh cross-sections, giving the hips a much-needed break. I've currently tested my design with a simple tube model and the results look promising. It basically works like this: A chain of roller bones is constrained to the thigh and the thigh geometr…
Last reply by SplineSoup, -
- 48 replies
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I did some very extensive smartskinning on a shoulder while the other arm was hidden. Apparently I had mirror mode on and it keyed the other arm anyway. I usually try to do all my smartskin keyframes at 45 or 90 degrees just in case there is a problem I know where to look. Well, I deleted most of the keyframes on the other arm but there is still some slight twitches I can't track down. Please tell me there is a fix for this without deleting the ss and starting over.
Last reply by Gerry, -
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I am starting to delve into rigging (after many Years in modeling) and looking at all the different rigs from the 2001 to the incredible Masterpiece of the Squetch. My question is rather simple, how do You animate a Monkey, and or, how do You move the pivots of your master bone in the model within a Choreography or action. Or is it a separate master bone to set up that can move to the different hands, feet and tail to pivot the body? Just wondering what would be the correct or most sensilble approach?
Last reply by strato, -
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I have been waiting for this feature for a long time and curious as to what other think? My pitch for an add on to the squetchy rig. Hopefully it will be helpful. Especially to animators new to A:M, allowing them to start animating more quickly. Key Groups What it does : Force's keyframes for a group of bones via an ON/OFF pose. How it works: Takes advantage of the new V13 IK/FK auto constraint keying feature. Using dummy constraints and Null to define what bones to key and what type of key frames to set. Characteristics Speed : Can turn a ten step process into a one step process. E.g. setting keys for all the F.A.C.E nulls or blockin…
Last reply by bobcroucher, -
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I've been dabbling a little bit with creating rigs from scratch, building fan bone structures, and bone relationships, and I've recently been curious about how to create an effective and flexible squetchy limb (arm, leg, flower stalk, etc.). I've enjoyed following tutorials on basic IK relationships but haven't been able to find information on how to get started with building squetchy "cartoony" rigs. I know I can achieve some passable results with deformation cages but I was wondering how to squetch a single limb. It there a good entry point/tutorial for learning this or a simple model I could pick apart and study? Thanks! Chris
Last reply by SplineSoup, -
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I am starting somewhat of a face rig. It is going to be a small amount of bones and a lot of pose sliders. I want to do Face cam and nulls to activate the pose sliders. Face cam no issue. Nulls activating pose sliders big issue. Can some one direct me in the right direction Steve
Last reply by 3DArtZ, -
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The initial test with a dynamic constraint: A simple model with one large uh... mass... attached to another mass. I applied a dynamic constraint in an action and played with settings til I found the ones pictured: Here are two vids of the constraint in action: testB.mov testc.mov I think this would work for many situations, but I still want to experiment with cloth. Just don't know how to get only part of a model to be cloth...
Last reply by Gerry, -
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I have made a WOTW tripod modal that i want to use in a fan film but i cant get the rig i want on it it has a rig already but its not the one i want i want it to be like the 2001 rig but with a tripod not a biped and a easyer way to animate the tentacles but you don't need to do the tentacles if you don't want to but yes i would apreshiate it if one of you could rig my tripod here's the modal [attachmentid=14885] tripod3.zip
Last reply by cuboos, -
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When I first saw the autobalence feature in the egg rig, I thought "cool, that's going to save me loads of work" but when I started to use it I found that I spent half my time trying to edit what it was doing. What situation is it usefull for? Does anyone use it much? Do I just need more practice with it?
Last reply by John Keates, -
- 6 replies
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At the end of today's Live Q&A I attempted to post a query related to spline controlled animation. I hadn't set up the model very well so there wasn't much to see at the time... translation: it barely worked. After the session I modified the character and inner rig a little more while it was fresh in my mind. I'll be glad to share the setup (minimal man charcter and rig) but it's still barely at the stage of being presentable. The attached video does demonstrate a little of the setup and hopefully demonstrate where I'd like to go with the idea. I mentioned during the session that I'd probably need to set up some use cases to properly demonstrate but the basic…
Last reply by Rodney, -
- 38 replies
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Hey folks, I just wanted to share a spin that I've added to Cog/fan setups - many of you may already know this trick. But, I wanted to show it as a reminder for a way to explicitly design fan rigs through consideration of bone placement and length. The problem I started with was rigging the arm pit region of my more realistic model. I wanted a series of horizontal splines to collapse vertically, such that the outermost horizontal spline (out toward the hand) was at the top of the vertical stack. A standard Cog setup (as in Mike's lovely tutorial) will do this upside down, as the points will not change orientation relative to each other (as designed). The…
Last reply by 3DArtZ, -
I am wondering how to constrain the feather control bones on my wing. 1 through 3 are a chain. 4 through 8 are intended to pull the feathers (mesh) into a closed position. I am not sure which constraint to use to make the bones 4-8 stay in place on bone 2 but move inward similar to bone 3 when bone 3 is pulled into the folding position. As the lower shot shows the bones in question move with bone 3 but do not pivot as if attatched to bone 2. Is this also a problem of hierarchy where I need to drag 4-8 under bone 2 in the PWS?
Last reply by Scottj3d, -
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I made a convoybelt with boxes, that slide along a rail. I can make these boxes slide in a way that they roll with the bottom line over the convoybelt. Now I want to make a stop at half the cycle. When I start animating to the first 29 frames all goes well. Then I need a stop for let's say 2 seconds. So I take frame 0:0:29 and the want to go on to frame 0:2:29. When I go on with my boxes sliding on in the same speed, I notice the box in the pause time slightly starts moving from 0:0:29 to 0:2:29, this because the next 0:2:29 to 0:3:00 is moved. Is there a way to keep the box in the pause time stay freezed?
Last reply by Madfox, -
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I'm trying to constrain a bone to follow a single cp. My attempted process: 1. I made the single cp a group and gave it a name. "cp group" 2. In a pose(on/off), I gave the bone a "group constraint" and set the target as the "cp group." 3. But in an action....when the cp is moved....the bone does not move. It just sits there and laughs at me. Maybe I'm misunderstanding the group constraint a bit. Anyone have an idea why that isn't working?
Last reply by robcat2075, -
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https://www.shadertoy.com/view/4tVfDV?fbclid=IwAR2fkqeXJbfuLUdEps4tKH516IRb4gut5gSFtBP8xjYdo6-KHHXs7XeLzJw Had seen. I want to do this for different numbers of triangles and other polygons
Last reply by serg2, -
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Hi all, I have looked through the forums for an answer to what I am missing here, but have not found an answer. I have a simple set up. 13 rings in a single model that expand and contract. Each ring has a separate percentage pose that provides that motion. In the Chor I am timing the expansion and contraction to a piece of video using the pose sliders. There are moments where I would like to set three or four key frames in the timeline for ring number one, then copy and paste those key frames into the pose for ring number two on. This way I am animating one ring and not manually setting key frames for the other twelve. Simply using "copy and paste" did not work. …
Last reply by DrPhibes, -
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Hello, This is Rusty, an ancient AM (circa 2002-2009) user looking to get back into it again. Try to bare with my clumsy questions...its been a long time. First I need to finish the character models and wardrobes that I've already put thousands of hours into. My characters are just heads...everything below the neck is wardrobe (I connect head to wardrobe in the chor or an action depending)... TMS2 Question... Can someone remind me of what the status is of what use to be called the Anzovin TMS2 rig (I think that's what it was called)? If memory serves originally it was a couple of plug-ins you purchased from Anzovin then I think at some point it came packaged with…
Last reply by rusty, -
- 12 replies
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Hi- Going thru and learning new stuff via the Saucy(SOCCE) rig at Mechadelphia's website... which is an awesome resource! http://mechadelphia.com/2014/12/the-saucy-rig/ The image says it all... I am not getting my weights to copy with percentages when I run the MirrorBones plugin. Is this the way it is supposed to work?
Last reply by John Bigboote, -
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- 2 replies
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Hello. I am just getting back in Animation Master. I am feverishly looking for a face rig with mouth poses made by Shaun Freeman. I am sure it was on the last version of Animation Master that I bought in the early 2000's. It was either on the Cd with the Wookie or the Orangutan. I know I have the rig but I just can not remember the name. I still have the video Shaun Freeman made to demonstrate the rig but no name for the rig it's self. The reason I am looking for it to make a video demonstrating Jason Osipa's method of using lip shapes to sync to sounds. Also the spinners used in other 3d animation software are too small to work with when doing lips sync.The large sliders…
Last reply by yardie, -
- 16 replies
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TaoA:M places a good deal (if not all) of Rigging into it's second section which concerns itself with Modeling (the other two sections being Animation and Technical Direction). This certainly works for categorization purposes but I've long felt that rigging often falls in the realm of Tech Direction more than anything else. This is partially I see that rigging can require a sizable investment in time and attention. Perhaps I have been mistaken. In considering how to best move forward with TaoA:M updates I'm wondering how best to approach the subject of Rigging especially with regard to it's relationship with Technical Direction. Certainly, the basics of rigging…
Last reply by Roger, -
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Here's the scoop. My plan to use expressions for this isn't working as planned. I am absolutely certain something can be done using simple constraints. Imagine a chain of bones, in any configuration needed to achieve the results. Don't box yourself in. For my example this would be bone spaced out evenly to control the opening and closing of a curtain. It would be easy enough to just use a translate to or orient like on each bone to have this chain "collapse" but I want it to work in a specific way. I want each bone to only move when the previous bone reaches a specific point. Say, half the distance to the next bone, then that bone moves in unison until it hits the ne…
Last reply by heyvern,