I've done the same thing, and it's not simulated from the top of the spline, it's followed from the middle of the spline, and the results come out differently.
@Kazanchev12 жыл бұрын
you have to align center in flex modifier to pivot point of the main (uppper) bone
15 жыл бұрын
wow! What an idea! Great job! I never thought about combine flex with a line thingy!
@Meshkarain13 жыл бұрын
@unibrouee I'm not sure I fully understand your question, but as for getting just part of the chain to flex, you can do that my following the steps in the video, but instead of selecting the whole bone chain, just select the bones you wish to flex, create the spline IK from that bone down. When you think about it, its the same thing, just represented differently, instead of a teapot as the parent, it will just be bone_blabla.
@dorkartist12 жыл бұрын
For some reason the flex modifier affects the line mainly from the center instead of the bottom. Anyone else getting this problem?
@DeusExRequiem12 жыл бұрын
It's okay Doctor, everyone messes up sometimes.
@franchi964 жыл бұрын
hubiera sido genial que colocara toda la ventana intento colocar los bones pero ni siquiera aparecen bue
@mica.motion11 жыл бұрын
It missing one step, how you link the spline to the bones ?
@MrCookieCup10 жыл бұрын
Go to Animation>>IK Solvers>> Spline IK Solver. Click the end bone, then the spline. :3
@lucyanimator57018 жыл бұрын
Thank you so much!! Was very useful!!
@dorkartist12 жыл бұрын
Oh nevermind, it was already answered int he previous comment