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bschulte
02-01-2002, 07:43 AM
Hey guys, if any of you can help me I will be so indebted to you. :)

I am trying to set up the bones for a character (in R4.2) whose pose is not in a linear, 90 degree fashion. His legs are bent and turned outward, he is hunched, and his arms are bent. So initial bone creation positions have to be adjusted.

After creating the bones and positioning them properly(fins and all), I tried some simple leg animations. I animated along the LOCAL Z-Axis for the knee bone, so in theory a bezier curve should have appeared for only the Z-axis in trackview (euler XYZ rotation). This isn't what happened though. The animation is divided over the X, Y, and Z axis instead for some reason. Almost like the local axis was converted to world coordinates.

Now, I tried different bone adjustment methods like 'Affect Pivot Only' and 'Don't Affect Children" but these don't solve the problem. Even if I make sure rotation and select/move are set to local before adjusting, it still doesn't fix the problem. I also tried realigning the bones under each bone's properties. Still nothing.

If anyone has rigged characters and come across this problem, please help. I heard that in maya you can arrange the bones any way you want and then just realign them at the end. Am I missing something with world/local transforms?

Thanks,
Baaron

bschulte
02-02-2002, 05:36 AM
In case anyone was curious about the solution to this problem, there is at least a partial one posted here.

http://pub44.ezboard.com/fcometcartoonsfrm7.showMessage?topicID=21.topic

Baaron

adam3d
02-06-2002, 06:15 AM
Check out comet-cartoons.com for a lot of good character rigging info.

Rotations are parent based, which confuses beginning animators. That's the way they are in a heirarchy, they can't be "local" because of the nature of a heirarchy and the dependacy of on the parent bone's offset of the child bone. Also, what you do in the viewport is interactive (local), but the actual animation curves are translated into parent. Convenient, but you must be aware of that when editing the curves.

some software tries to hide it from the user, but this can lead to flipping problems and harder methods to edit. Quaternion rotations don't flip, and are the default type in max, also called TCB rotations.

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