anthonymcgrath
08-12-2002, 11:32 AM
here's one for ya. I'm testing me binding/skinning as I model and its looking nice. Now when I rotate both my shoulder joints (each of which control the collar bone joint via a driven key - this way rotating the shoulder joint so the arms fall at the side of the body causes the collar bone to drop and raise when I lift the arms above the characters head.) it seems to be fine. Then comes the strange bit: I select the root and hit 'goto bindPose' to reset the skeleton. I get the following message:
"To ensure pose is correct below this joint, add an extra transform above this joint, restore the old parent or manually position the joint to the correct bindPose."
-I'm a little lost on this one. I'm guessing that I should select the root joint & hit ctrl+G to place an extra transform above the root which I usually do as I find its really helpful later on knowing I can freeze the transform of this groupNode and can reset the rootJoint to 0,0,0 but can anyone actually explain why maya asks me to do it?
bit of a mouthful I know, but if anyone can shed some information on the bindPose that may not be in the manual, that would be cool. cheers
ant
still truckin...
"To ensure pose is correct below this joint, add an extra transform above this joint, restore the old parent or manually position the joint to the correct bindPose."
-I'm a little lost on this one. I'm guessing that I should select the root joint & hit ctrl+G to place an extra transform above the root which I usually do as I find its really helpful later on knowing I can freeze the transform of this groupNode and can reset the rootJoint to 0,0,0 but can anyone actually explain why maya asks me to do it?
bit of a mouthful I know, but if anyone can shed some information on the bindPose that may not be in the manual, that would be cool. cheers
ant
still truckin...
