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>> No.461869 [View]
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461869

>>461868
>the only think

If you create your joints from the orthographic view parallel to the axis you want the joint to rotate on, then apply a single-chain IK solver to it, it will only bend along that axis.
The best way to ensure IK bends the way you want it to, is to rotate the joints on the middle joint of the IK in the direction you want it to bend.
I've never done rigging in Max so idk how to create a single-chain solver, but in Maya you change it in the option box for create IK handle.

got these fucking UVs done. Thank god for unfold3D. Idk how to group the different pieces though. When all the meshes are combined, i'll have to decide which parts deserve their own materials, then divide those materials into multiple UV spaces and keep all the shells relative in scale, which they aren't, currently.
Any advice for these steps would be very helpful.

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