I need a point/dummy node I can use as an IK target for a biped left arm. This node needs to travel with the biped’s right hand. Using the right hand as an IK target makes any .bip file saved from the scene not carry over to another biped for some reason.
I’ve looked into weak referencing, but I appear to be partially stupid on this topic. I’m pretty sure it’s what I need to work with, but I can’t figure out how to get the point/dummy to stick to the right hand and use it as an IK target for the left hand. As soon as I set a planted key using the point/dummy, Max throws an invalid self-reference error and the rig goes to crap.
If I’m just doing this stupidly, please let me know. I’m rather frustrated. If there’s an easier solution, I’d love to hear it. Unfortunately, “Have them re-animate it” isn’t a solution.
[QUOTE=Theodox;23505]Script Controllers bypass all notions of automatic dependency evaluation. That’s why they are powerful, dangerous and slow.[/QUOTE]
Maybe so, but if I make a transform script controller on the point/dummy, add a variable called target and assign the right hand bone node to it, then plant the left hand to it, it gives me the illegal self reference error. If I skip adding the variable and reference the right hand bone directly using $biped_R_Hand (or whatever its name is), it throws the same error.
None of these errors come in until I try to plant the left hand on it.
How exactly would you suggest I use the script controller if not in this fashion, because what you’re suggesting doesn’t seem to work.
So something like setting the locator position using biped.getTransform on the right hand doesn’t work? You might also be able to spoof any evaluation order issues by setting the time offset in the script controller so the evaluation lags by some tiny time value.