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  1. #1
    Join Date
    Jan 2006
    Posts
    52

    The tale of rigging a tail

    Hi all

    I've gotten back to rigging a character model, this one with a tail whose bones come from the Biped tail links, and I've hit a snag: when I want the Spine (the torso) to rotate in any direction, the tail bones do not follow suit; they just remain in place and don't move with the rest of the body. I've already tried linking the lowest tail bone to the lowest spine bone, but that did not work.

    Would it be easier to just remove the Biped tail bones and replace them with new bones and an IK solver? Or is there something else that I need to do?

    Thanks.

  2. #2
    Join Date
    Apr 2005
    Location
    Ich lebe in den USA
    Posts
    2,492
    I wouldn't use biped bones at all. Probably better to just make the skeletal system with the regular bones and an IK solver.

  3. #3
    Join Date
    Mar 2002
    Posts
    7,120
    A tutorial I did way back when.

    http://67.55.56.92/maxtuts/PonyTheTail_sm.rar

    Be warned I tend to get a bit to chatty but you can always fast forward.

    But

    Using this technique you can get this result.

    http://www.3d-frankiev.com/MyStuf/hotblooded.mov

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