Sshodan opened this issue on Aug 05, 2011 · 8 posts
Sshodan posted Fri, 05 August 2011 at 3:31 PM
I have a mesh - a long braid connected to a head, I set it up properly and everything, but one problem remains:
When I move any chain braid segments by simply draging them around with them mouse in a pose room they influence each other, creating a smooth curve like I want them to, but they althou push the head arond, whick I don't want them to do. So the qestion is - how do I stop the head bone from moving when I move it's children?
PhilC posted Fri, 05 August 2011 at 3:54 PM
Is the head included in your IK chain?
BionicRooster posted Fri, 05 August 2011 at 4:13 PM Forum Moderator
select a bone and pose by dials perhaps?
Poser 10
Octane Render
Wings 3D
shuy posted Fri, 05 August 2011 at 4:24 PM
If you use "move/translate" option you move body part and parent bones. It is normal, because bone cannot be moved not affecting parent bones. You should change cursor to "twist" or "rotate" then your bone will not be moved.
pjz99 posted Fri, 05 August 2011 at 4:46 PM
Look at the manual section on the "Chain Break" tool, that's what it's for.
Sshodan posted Fri, 05 August 2011 at 5:08 PM
@ pjz99
Thank you! That was exaclty what I needed - it figures I became so hung up on .cr2 editing and stuff like that that I missed the "big red button" lol**
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lesbentley posted Sat, 06 August 2011 at 7:12 AM
In the cr2 'Chain Break' is 'dynamicsLock'. 1 = on, 0 = off.
actor SomePart:1
{
name SomePart
on
bend 1
dynamicsLock 1
hidden 0
Sshodan posted Sat, 06 August 2011 at 5:33 PM
@ lesbentley
Thank you! It's a useful pice of info for the future :)**
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