Extrememly helpful, I was really struggling with this one. I would never had arrived at this solution, thanks for sharing - and for all your CAT videos. Cheers!
Heya you mentioned in this video you would make one on the Additive to Setup Pose and Remember Layer settings, are you still planning on doing this? A general break down of all the options in the Link Info tab would actually be super useful as some of them cause the rig to break while others don't.
I'd like to add that without activating animation controller in setup options Wire parameters are not active as well! But once it's activated wiring between bones are possible, but connections should be done by local axis for correct result.
Thanks for the tutorial this is helpful for objects, I'm trying to rig CAT to a moving car in this case the pelvis can't be linked, how to link the entire rig to an object please ?
Hi. Have you tried to apply spring controller to cat bones? Seems like orientation controllers works kinda good, but I can't find a way to add secondary motion
This works on FK bones... is there any way to achieve a similar effect with IK bones? Context: I have a very long bendy CAT arm (6 bones), which is almost perfect, except in IK, I can't control the rotation of the first bone (near the shoulder) ! Would love it if I could use a constraint like this so it doesn't distort the skinning around the shoulder so much. Other than using FK exclusively I can't so far find a solution.
Hey Milos! I've been trying to create at CAT rigg on a 3D model that has a TurboSmooth modifier. I turned it off, I rigged it and skinned it, but when it turn it back on everything is a mess, all the skinning is making no sense. Any advise? Thank you!
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Hey Marc. Well, first of all, CAT has no part in it. It doesn't matter if it were CAT, Biped or Max Bones. You probably have TurboSmooth under the Skin Modifier in Modifier Stack. Just move it so the TurboSmooth is on top, or delete it and create a new one. You can not have Skin above TurboSmooth. Skin is applied to the non-TurboSmooth model which means that after you activate TurboSmooth the mesh changes and Skin doesn't work anymore because the mesh changed.
Thanks man, that fixed the problem! I owe you big time! I just got a new job and they don't use Maya, now I'm forced to work with Max >.< But your videos are helping a lot, I'm using CAT for all my riggs!
i notice this method changes the bones location to the ground anytime i change from static to animation controller . please any work around to solve this? thank you .
okay i figured out a way around it incase someone has the same issue. Add new animation layer , select the bone ,goto link info and switch to animation controller , check to see if its active in animation parameters in animation tab , delete the animation layer and the animation controller parameteres remain .
Is there anything that Miloš Černý doesn't know about CATBones? Genius!
Extrememly helpful, I was really struggling with this one. I would never had arrived at this solution, thanks for sharing - and for all your CAT videos. Cheers!
This video was great and very helpful! I didn't know how you could use constraints on CAT bones, nor the part about Remember Layer Settings
you are the master of CAT, thank you
You're a life saver. Thank you!
Heya you mentioned in this video you would make one on the Additive to Setup Pose and Remember Layer settings, are you still planning on doing this? A general break down of all the options in the Link Info tab would actually be super useful as some of them cause the rig to break while others don't.
I'd like to add that without activating animation controller in setup options Wire parameters are not active as well! But once it's activated wiring between bones are possible, but connections should be done by local axis for correct result.
Haha, didnt know Remember Layer Settings will do this. Thanks a ton!
Thank you, just what I was lookong for 👍
Thanks for the tutorial this is helpful for objects, I'm trying to rig CAT to a moving car in this case the pelvis can't be linked, how to link the entire rig to an object please ?
Really Helpful ...Thanks for This tutorial....Can you please tell why control rig is freezing or not linking with again after deleting constraint.
Hi. Have you tried to apply spring controller to cat bones? Seems like orientation controllers works kinda good, but I can't find a way to add secondary motion
any idea how to animate a cable on a mechanical object with CAT?
tanks this video very good
Where is the link to the other video you mention?
This works on FK bones... is there any way to achieve a similar effect with IK bones? Context: I have a very long bendy CAT arm (6 bones), which is almost perfect, except in IK, I can't control the rotation of the first bone (near the shoulder) ! Would love it if I could use a constraint like this so it doesn't distort the skinning around the shoulder so much. Other than using FK exclusively I can't so far find a solution.
What if i want my character lean on with his hand on his knee. I cant constraint palm to a knee - i get contraint error or contraint not completed
Hey Milos! I've been trying to create at CAT rigg on a 3D model that has a TurboSmooth modifier. I turned it off, I rigged it and skinned it, but when it turn it back on everything is a mess, all the skinning is making no sense. Any advise? Thank you!
Hey Marc.
Well, first of all, CAT has no part in it. It doesn't matter if it were CAT, Biped or Max Bones. You probably have TurboSmooth under the Skin Modifier in Modifier Stack. Just move it so the TurboSmooth is on top, or delete it and create a new one.
You can not have Skin above TurboSmooth. Skin is applied to the non-TurboSmooth model which means that after you activate TurboSmooth the mesh changes and Skin doesn't work anymore because the mesh changed.
Thanks man, that fixed the problem! I owe you big time! I just got a new job and they don't use Maya, now I'm forced to work with Max >.< But your videos are helping a lot, I'm using CAT for all my riggs!
Thank you
What about Link Constraint? I can't, for the life of me, get it to work
you have been really helpful with you videos...i appreciate
i notice this method changes the bones location to the ground anytime i change from static to animation controller . please
any work around to solve this? thank you .
okay i figured out a way around it incase someone has the same issue.
Add new animation layer ,
select the bone ,goto link info and switch to animation controller ,
check to see if its active in animation parameters in animation tab ,
delete the animation layer and the animation controller parameteres remain .