Inverse kinematics following a spline

Maybe try this set-up as it renders just fine:
Mechanicus.gif

MechanicusRender.gif

Sorry for the lousy distorted meshes but I added it after the animation was done by dragging it to the joints...

Cheers
Frank
 
That worked perfectly. Thank you Frank- TYF

So there's no reason to use a Skeleton Tag and no binding and vertex painting. :love:
Seems like something you already covered, but I was asleep. :sleep:

Indbot_track_test-04.gif
 
This really simplifies rigging some types of mechanical objects.
And there's no problem editing the spline.
 
Back
Top