KineFX - Parenting & Renaming Bones

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Hi all,

So I was trying to reproduce an object level rig (left side of image) in kinefx (right side image) and hit a snag when trying to rename the neck & clavicle bones. Basically, in the object level bones there are 3 base points for the neck , right and left clavicles, so each bone can be named separately. However in KineFX, when branching the clavicle bone from the spine, both the neck and clavicle bones are built from the same point (point 4) so when I try to rename either of them it overwrites the other.

Solution would be to create a new bone chain and parent it to the spine, but I can't seem to figure out how, could anyone help me on this?

Thanks,

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Why not make your clavicle joint a child of the neck joint (ie. in between the neck and upper arm) and put it somewhere in between there, possibly closer to the center.
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you can use Skeleton SOP to split and rename the 'bones' as you wish
enter Modify mode and
Ctrl+Shift+LMB to split bone
Shift Drag joint to move without children
Select point/joint and enter new Name in the top bar Name parameter
...


even though it's important to realize that KineFX works with Joints so the names and transforms are stored on points themselves, therefore single root point can have only one name which is also the source of the behavior you are seeing
Tomas Slancik
CG Supervisor
Framestore, NY
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