Breakin´shoulders on MAX
Hi everyone!!
I´ve a rather annoying problem with animating low polygonization models on 3DSTUDIO MAX. The problem is the zone of the shoulder, where the arm and body join. There is ALWAYS a place when moving bipeds arms where the mesh disorts, by changing initial pose of the arm (in the mesh) before asigning physique I can decide if I want the arm to move left-right or up-down without problems, but I´ll love to have a total free movement without any restrictions.
Can anybody told me a way to put the vertex, weights or initial pose to avoid those "limits of distortion"?
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