Step
1
This
setup works basically the same as the "wrist twist"
method, but is easier to create because there is less wiring to
do. This wouldn't be possible with earlier versions of Max because
the built-in SplineIK was just added with this version.
You might be able to accomplish it with Michael
Comet's SplineIK script, but I haven't tried it myself.
We'll
start by using the arm rig from the first
lesson. But this time the forearm bone will be used as part
of the IK chain only, not for skinning purposes.
Select
the large and small forearm bones.

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Step
2
Shift-click to make one copy of each bone at the same time.

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Step
3
Hide everything but the copies you just made. Go into the Character
menu and bring up the Bone Tools window. Click on Refine.
What this does is let you break one bone into two without breaking
the chain.

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Step
4
Break
the copy of the large forearm bone you just made into four equal
sections as shown below. Do this by clicking as close as you can
to the middle of the large bone, as then as close to middle as you
can of the two new bones.

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Step
5
Now
we've got four "mini bones" that together are exactly
the same length as the original forearm bone. And while we've got
the Bone Tools window open, add some fins to the new bones
so you can see them rotating easier.

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Step
6
Create
a spline with two points, one at either end. It doesn't matter where
you create it, but the order of the points is very important. Create
the points as shown below.

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Step
7
We need to position the line exactly inside the chain of bones we
just created. So with the spline still selected, go into the Modify
panel, down into the Vertex sub-object mode, and select
the first point on the line. Then click on the Align tool
and then on the first bone in the chain.

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Step
8
Use
the settings below to align the first point of the line correctly.

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Step
9
Do
the same thing to the second point, but align it with the last bone
in the chain.

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Step
10
Use
the settings below.

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Step
11
Now
we're going to apply the SplineIK. The way it works is you
select one end of the bone chain, then the other, then the line
you're using as the IK spline. So select the mini bone at the end
of the chain and then go up to the Animation menu, down into
the IK Solvers group and select SplineIK Solver.

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Step
12
Select
the last bone in the chain.

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Step
13
And
now select the line. Don't worry about not being able to see the
line, because Max is smart enough at this point to only select line
objects. So you wouldn't be able to select one of the bones even
if you wanted to.

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Step
14
You'll
notice that the entire bone chain flips 90 degrees as soon as you
complete the SplineIK.

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Step
15
We'll
fix that by going into the Motion panel, IK Solver Properties,
and changing the Twist Start Angle to 90.

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Step
16
Here's
comes the wiring. The cool thing about this setup is that we only
have to do this once. Unhide the other bones and helpers and select
the main IK Goal we're using to animate with. Right-click
on it and select Wire Parameters. Now navigate to the X
Rotation controller and select it.

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Step
17
Select
the smaller IK Goal that got added when we created the SplineIK
chain. Choose Twist End Angle from the submenu.

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Step
18
The
wiring window pops up. First click on the bottom arrow to tell Max
that the control for these two objects is going from the main IK
Goal to the secondary IK Goal and not the other way
around. Then type in the expression below:
(X_Rotation)-(degtorad(90))
Basically,
we're telling the main IK Goal to twist the wrist around
as it's rotated. Technically you could do without the "-(degtorad(90))"
part and it will still work. This is merely a housekeeping thing
to keep the forearm bone chain looking nice. Try it without that
last part and you'll see that the bone rotates 90 degrees as soon
as you hit the Update button. So that last part of the equation
just tells Max to leave the bone where it is.

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Step
19
The
only thing left to do is the link the new bones to the existing
arm chain so that everything moves together. Select the dummy box
at the wrist and link it to the main IK Goal.

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Step
20
Then
select the dummy box at the elbow and link it to the upper arm bone.

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Step
21
That's
it. Now you can rotate the IK Goal and watch both the hand and the
forearm twist together.

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