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bentllama
08-08-2002, 11:14 PM
SKELETON LRA/Roate Axis/Joint Orient PROBLEM

I am importing a skeleton into Maya through the Filmbox format. When I import it gives me a Transform node at the top of my heirarchy. The transform node is not the problem.

Here is my problem.

I import the FBX skeleton file into Maya. I then re-draw a skeleton with the same rotational information and translation information as the imported skeleton. They both appear to be the same. [barring some parenting changes I made in the new skeleton, but those changes do not effect my animation transfer since I use a specific method to transfer the motion]

But the skeletons are NOT the same.

If you compare the 2 skeletons attributes in the Attribute Editor, there are differences between them. The imported skeleton has values of 0.000 [ZERO] under the "RotateAxis" and "Joint Orient" XYZ channels. The re-drawn/new skeleton has values that exceed and differ from ZERO under these attibutes.

Normally I would not care about these values, but our game engine is being picky about these values...so I need to zero them out.

IS THERE A WAY TO ZERO THESE VALUES OUT? WHAT CAN I DO?

Your response is appreciated. Thanks in advance for your help.

bentllama

victor
08-08-2002, 11:45 PM
Originally posted by bentllama
If you compare the 2 skeletons attributes in the Attribute Editor, there are differences between them. The imported skeleton has values of 0.000 [ZERO] under the "RotateAxis" and "Joint Orient" XYZ channels. The re-drawn/new skeleton has values that exceed and differ from ZERO under these attibutes.

[...]

IS THERE A WAY TO ZERO THESE VALUES OUT? WHAT CAN I DO?
Select the root of your skeleton and freeze transformations.

That will zero the rotate and joint orient attributes, and use just the translate for positioning the joints, but it won't result in the same setup as your imported skeleton (which does use rotate as well).

victor
08-09-2002, 12:37 AM
I may be missing something obvious, but wouldn't it make sense to just use the original joints and just make your hierarchy changes to those?

I'm just asking because I don't think there is any easy way to do what you are asking from where you are now. Basically, just because joints are in the same positions doesn't mean that they are there for the same reasons.

Anyway, if you really need to recreate the skeleton (and you can easily transfer rotation information through whatever method you will use for the motion part), you could make the imported skeleton assume its prefered angle and trace over it with new joints (without auto joint orient being on). Then transfer the motion data from the imported skeleton to get them to the original pose. Keep the transform node at the base of that skeleton in mind before making the new one (in other words, reset its transformations).

bentllama
08-09-2002, 12:57 AM
Originally posted by victor
I may be missing something obvious, but wouldn't it make sense to just use the original joints and just make your hierarchy changes to those?


Victor... I am using the original joints. I posed this problem to see if there were any other solutions to it other than using the original joints. I always try to figure out different ways to attack the same problem, and this one caught me off guard...so I posed the question here.

Thanks for your reply and I will try out what you stated previously about the "set preffered angle"...I never thought of that.

Peace.

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