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anthonymcgrath
08-12-2002, 02:01 PM
-Not that anyone seems to care on this site no more as it appears to be awash with mayaPirates all fumbling over each other to learn some scraps of information because they dont have the manuals that buying the software legally would supply them with.
(sorry. rotten weekend and day aint going much better)

-having probs with bindpose still. I've got three meshes that make up a character.
-the first mesh is a bodyMesh
-the second and third mesh is the left n right handMesh

I've set up my skeleton and am in the process of binding. But
here's where the sodding problem is kickin me in the knackers.
-I bind the body and arms to the appropriate joints in the body and arms mesh.
-I bind the left hand to the appropriate selected joints it all seems okay. So I try to bind the other hand to the appropriate joints which are on the other side (via mirror joint tool) and bind away.
-Now here's where it gets fcuked up because If I rotate the the elbow and or shoulder (for example) I can get back to the bindPose easily enough.
-But if I rotate the fingerjoints then select the root joint (spine) and try the goto bindpose again, the fingers dont return to the angle they were bound at. It only seems to do it at the fingers but all the other joints seem okay.
-if anyone can shed some light on this I'll be most happy.
cheers
ant
miffed
newcastle
uk

svenip
08-12-2002, 02:30 PM
bind pose seems not to work properly at yours :)

i always have a script (as shelf button) which simply sets the rotation angles back to 0 (or whatever angles you have in your bind pose) then i just need to hit the shelf button and that's it.

anthonymcgrath
08-12-2002, 02:39 PM
hi svenip. Thanks for the response. Your about the only person who ever gets back to anyone on this stuff and its much appreciated.

-yeah, I cant help but feel theres a prob with that command or something but I've seen it do similar things before with joints.

-looking through tho, I've just seen because I used the mirror joint function, and mirrored from the shoulder joint down to the fingers, the mirrored shoulder joint was called "shoulder1" but all the joints beneath that have exactly the same name as the original shoulder joint setup. this may be the problem so I'm gonna try prefixing the joints names appropriately (with a L_ and a R_ on the appropriate side before each joint) and see if that works.

-heres hoping.

ant
newcastle
uk

anthonymcgrath
08-12-2002, 03:04 PM
never worked. Ho hum. It will record the left hands binding okay and reset with no problems but then I come to the right hand which binds okay but then it wont record the bindpose information for that side.
If I try binding the right side first then the left I get the same problem but on the left hand now.
totally stuck here. really pisissed off!

anthonymcgrath
08-13-2002, 10:22 AM
arm fk/ik setup tootorial (http://www.the-gnomon-workshop.com/tutorials/arm_ik_fk/arm_ik_fk.html)

this tutorial seems to have supplied some nice information regarding joints setup pre-bindposing which I never knew mattered much. basically it says that the joints should be at 0,0,0 rotation value which never seemed to bother the bindpose before but might just be handy nonetheless. Can anyone confirm this info at all?

playmesumch00ns
08-13-2002, 10:41 AM
I've had a similar problem with one of my skeletons and I never could track down the cause. In the end I just got round it like svenip did with MEL. Just save a shelf button for bind and neutral poses. I also find it handy to have buttons for common animation poses like stages of a walk cycle

anthonymcgrath
08-13-2002, 10:51 AM
how exactly do I save a 'shelf' button for the bind and neutral poses then? I know how to use shelves and all that but elaborate on this as svenip mentioned it too!
cheers

svenip
08-13-2002, 11:14 AM
simply open the attribute editor. select the joint, rotate it to the angel you wanna have bind pose. now the mel command for that is in the script editor. do that for all joints. then just drag over all mel commands in the script editor and middle mouse drag it into the shelve

anthonymcgrath
08-13-2002, 01:17 PM
think I'm with you but why do I need to open the attr editor?
do I have to put the joint name before the joint rotation values that appear in the script editor or something?

svenip
08-13-2002, 04:12 PM
sorry meant the script editor. shame on me :hmm:

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