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  1. #1
    Join Date
    Jun 2002
    Location
    The Netherlands
    Posts
    725

    rigging problem: local rotations

    Hi, I'm rigging a character (and I'm quite new to it) and I'm having a problem with setting up FK for the arm. I have setup locators per joint I want to rotate, but the problem is that the local rotations of the locators are not the same as those of the joints. So when I connect (connection editor) the locators to the joints it will not be consistent. So X must rotate X, Y for Y and so on.

    I have used orient constraints to temporaly determine the correct local rotations of the locators, but then those locators are not on 0, 0, 0.
    I tried Freeze transformations but that will reset it again.
    I need both the joints and the animation controls to be consistent on 0.

    So how do you do that?

    Thanks in advance for any directions or solutions!

  2. #2
    Join Date
    Feb 2003
    Location
    UK
    Posts
    145
    Create Locator, select locator then shift select Ik handle(whichever your doing) then Constrain > Point. Then select the joint nearest to the locator shift select the locator then Constrain > Orient.

    Hope this helps.
    Insurgency Modeler.
    http://www.insmod.net/

  3. #3
    Join Date
    Jun 2002
    Location
    The Netherlands
    Posts
    725
    Oh u mean just put orient constraints and point on the joints? Yes, that worked. Although the local rotational axis of joint and control doesn't match up.
    I wanted to do it with the connection editor though.

    I don't understand why maya resets the rotation pivots on my object after I have frozen it.

    Thx for your reply!

    Anyone has an other idea?

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