Okay so I have this face model with a very basic rig for with mouth and eyebrows. I have animated the mouth and eyebrows to match my audio file, and now I want to transform the head in scale, rotation and poistion. Because basically, he's going to be a floating head for a video I'm going to post to YouTube. But when I rotate or move the head, the bones don't follow it. And not to mention scaling doesn't work either.
Perhaps I've rigged my model wrong? Let me know.
Here's a link to the 2013 .max file. https://www.dropbox.com/s/uwwin237j5sw1yi/floating%20head%20first%20line.max
Solved! Go to Solution.
Solved by doodski. Go to Solution.
Post some images of what you have as I don't have time to be inspecting your Max file.
You will probably need to parent the skeleton's top node under a group, locator, dummy, or something that acts as a top node controller. If the head geometry is skinned to the skeleton, you move the skeleton, not the head geo. The skeleton drives the head geo.
I don't use max much anymore, but linking a bone to a dummy is very simple. Just use the linking tool to drag from the top (parent) bone to the dummy and the dummy will act as the parent of your joint chain. If I remember correctly, dummies in max are great to use as controllers for any Character rig.