Game Development Community

Renaming bones in an IK chain

by Russell Fincher · in Artist Corner · 08/21/2007 (12:40 pm) · 1 replies

Using Max 8.0

I've set up a skeleton using the Torque Skeleton Generator, but I need to rename the bones in the skeleton so it will sync up with some animations I have. My problem is that when I try to rename bones, I get error after error about how the IK information now can't find the bones it needs.

I'm a bit of a novice when it comes to rigging. Can anyone tell me how to modify the IK chains and controllers so they see the renamed bones?

About the author

Art Lead at Sickhead Games, focused on dev tools and prototyping, instructor/advisor at several Dallas colleges and universities, Associate Developer with GarageGames, champion of avant-garde game art at uncommonassembly.com.


#1
08/21/2007 (2:25 pm)
Well, as is usually the case, I found an answer myself after asking it. Just updating the names of the bones in the "Expressions" calculation in the error window. I had already tried that before posting here, but I guess I had entered the wrong bone names.