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[Closed] Reassigning IK/FK Controls/ UI Script

Hi,

I’ve copied my character in 3D studio max, creating two characters in one scene. The character I used is Peter Starostin’s Max Rig. What happened is some UI controls work, and others don’t (like the jaw which is a really important one). Also, the second character has picked up the first character’s UI controls. I am hoping to clear or reassign the controls so that they fit only on the first character. I am hoping this is salvagable, as I have already animated the positions of the characters, and don’t want to lose 2 days of work.

Thanks,

lyz

6 Replies

I don’t have a ready answer for fixing the rig, but I’m pretty confidant you can salvage your animation data. Just select all your control objects and go to file->save animation. After you’ve fixed your rig problem, or even reset the scene from scratch with a fresh rig, you can load the animation back in.

1 Reply
(@lyzarts)
Joined: 2 years ago

Posts: 0

I was hoping to find a way to copy my animation and import it into another scene. Maybe it’s just my version of Studio Max, but it doesn’t give me an option in the File menu to save the animation. Is there another way to do this? Thanks.

lyz

If you have copied the rig with clone or … it eil not work.

when you copy rigs with wiring or complex rigs with float script… the result copy wil lost the proper connection so you have two option.

One repare al broken conections

or second: just create clean file rename the rig and later merge thsi renamed rig on your scene.

copy rigs in scene is not a option so just rename the rig and merge in the scene when yuo already have the other rig wil do the job.

1 Reply
(@lyzarts)
Joined: 2 years ago

Posts: 0

How would I rename the rig? Do I select each object and change the name manually? Thanks.

lyz

Thanks for your replies, but I needed this fixed ASAP and unfortunately I went the route of starting over. Oh well, I didn’t lose TOO much time.

lyz

Hi everybody,

I have hit the same road block and would appreciate help from anyone who knows scripting in Max.

I was given a script to modify and run to reassign the IK/FK controls on my character’s head. Here is the script given to me. You can look at the setup in the Max file.

It is my understanding that the attribute holder is “bottom_Teeth” ( a.k.a. The character’s head), while the modifiers are on the helper (i.e. the crosses inside the boxes).

On the script it looks like I would get rid of all the references to the biceps, forearms, etc. and replace them with bottom_Teeth? So the script would look something like this:


CTRL_Jaw = attributes bottom_Teeth – define your attribute names
(
rollout ikandfksnaps “IKFKSnaps” – create a rollout
(
button fkiksnap “FKtoIK” pos:[38,23] width:78 height:43
button ikfksnap “IKtoFK” pos:[39,94] width:75 height:47

     on fkiksnap pressed  do
    ( 
    $IK_bottom_Teeth.rotation = $FK_bottom_Teeth.rotation
     $IK_bottom_Teeth.pos = $FK_bottom_Teeth.pos
    )

 )

)

– add the attributes to the selected object’s current modifier
custAttributes.add (modPanel.getCurrentObject()) CTRL_Jaw


This script is probably very wrong. I am not a scripter at all. But if anyone could give me hints as to how to fix this, I would greatly appreciate it.

Thanks,

lyz