Issue With Character Rig

Hey guys, I have run into a little problem with the this character rig I made.
I am not sure where I have messed up but the issue is when I move the Master Curve or the Root, the different joints constrained to it move non-relatively meaning when I move the master curve on the X-axis for example, the joints move twice the distance and look as if dis-attached from the curves.
I think this might be happening because I forgot to freeze transformation on some of the control curves but I am not sure.
Does anyone know what I am talking about and how to fix it?
Thanks in advance.

Double trasform, usually you want to unparent teh offending part since it allrerady gets control form elsewhere.

So for example to illustrate this trivilly if you make a cube crate a ckluster for teh cube points, then group the cube and cluster. If you now move the group you will move bothe teh cube and cluster and bube will appear to move 2 times.

ok, so how do I find the offending part?
and how do I solve this without un-parenting cause parenting is a crucial part of the whole rig and control curves.

QUOTE(alslider @ 02/25/09, 02:57 PM) [snapback]301691[/snapback]
and how do I solve this without un-parenting cause parenting is a crucial part of the whole rig and control curves.

The offending part is not usually actually part of the controll rig. Tpically ist because the mesh and control rig is in same hierarchy. And they shouldnt be they are implicitly bound to each other already. So it is parented without a parent.

Its about dg connections versus hiuirarchy, if you commands things with teh other you CAN NOT command it with other.

QUOTE
parenting is a crucial part of the whole rig and control curves.

You just need to think the thing up differently thats all. You cant just go and parent whatever you like wherever you like. Think of it thisway:

wich is more cortical that it works, or that it has a parent linkage somewhere?

First of all thanks for your time.
I still cant figure it out... I am not sure what to look for but this happens before the skinning so the mesh is actually dis attached so far.
My control curves double transform with the joints... I figured that the "offending part" is the HIP curve.
But I dont know how to fix it... all the upper body controls are parented to hip since I need them to move with it when I move the root (hip)... When I transform upper body parts like torso and so on independently everything is fine but as soon as I move the hip, the joints go crazy.
ahhh.. this is really frustrating.
I like max better when it comes to rigging!

QUOTE
I figured that the "offending part" is the HIP curve.
But I dont know how to fix it...

Try deleting inbound history.