QUOTE(PF_Mark @ Jun 3 2007, 09:57 PM)

Hi David sorry this took so long Robert's keeping my quite busy and I have been away this weekend.
Ok I am not sure if I am doing this right and I have played around with this and I see you added three sliders per limb so the "right becip bow" curves the arm down. The "right decip bow Y" cures the arm down. Now the "right foreram bow" courves it down but how can I curve that up? notice frame 15 on my test video I can not curve forarm up? don't I need a "right_forearm_bow_Y"?
Now legs right_thigh_bow cures to back (. The "right_thigh_bow_y" curves in the other axis toward other leg kinda like a crossing legs pose ( I gota pee pose

) then I have a simaler problem with calf I need Y slider for that don't idea?
I am sorry if I have I not doing something right but this is what I have come up with just with playing around with this new feature.
Thankyou so much for doing this I think this will help this character out alot IMHO.
The bowing poses make portions of the limb follow the movement at lesser percentages...sort of like fan bones. The first bone follows at 25%, the second 50%, the third 75% and then you have what those bones are following (elbow, hand, knee, foot). This means that those poses will only bow in the opposite direction from the movement, but, you can unhide the underlying squetch nulls and use them if you want to go the other way...the poses to unhide the squetch nulls are in the "Animation_Controls/Squetch_Controls/ARMS" and "Animation_Controls/Squetch_Controls/LEGS" folders. Also, don't forget that you can bend the arms and legs backwards at the elbows/knees using the rotate manipulators now.
The "Y" bowing poses are necessary so that you can bow the upper portion of the limb on only the axis you intend. It makes it where you can put the character's arms down without upper arm bowing and spread the legs without upper leg bowing. I didn't think that that limit was necessary on the forearms and calves because the "Y" rotations are limited by the euler constraints...you can still rotate them on the "Y" axis, but you have to use the rotate manipulator to do it (which means you are puposefully rotating on that axis).
Does that help, Mark? I'll put together a simple Action later tonight and post it.