Autodesk maya 2011 software full version

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I don't know if this also affects joint chains with more than two joints. create another joint to the ear and one at the top of the head. Select Actions > Select Skeleton > Disconnect Joint. Tips You can set the options of the Parent menu item to make the command create an instance under the new parent instead of moving the actual object in the hierarchy. At the same time the chains can be set up to work with special sculpt objects and lattices known as flexors. The set up allows for very flexible control over a segmented joint chain. When you create a scene entity, its transform appears in the Channel Box. When done, simply parent the thigh joint to the root, and the shoulder to the clavicle to turn it into a single skeleton hierarchy. parent (no parent constraint, these are two different things) the CTRL_hip to the hip_joint, freeze transform on the CTRL. Select all the joints and then My Mesh, in the Character Menu choose Commands | Bind The joint is part of a characters hand and the object is a box that he should have in his hand. In case of a reparenting, the old inverseScale will only get broken if the old parent is a joint.

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I believe these transform nodes are the cause.