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View Full Version : Finding bones rotated when skin applied?? Help!


gizmo1990
11-25-2004, 12:20 PM
I'm having a problem with some bones I've created together with the skin modifier.

I created a left leg bone system and then mirrored it before creating control helpers for each side. Before rigging helpers for the right side I decided to test out the skin modifier. So I then applied a skin modifier and added the bones. However on the bones system I created first (left) a lot of the bones appear to be rotated 90 degrees for some reason, on the right side their completely fine though??

There obviously appears to be some odd rotations going on somewhere, maybe when I mirrored the bones. But if so I would of expected the right side to be the one going wrong??

Does anyone know what I could have done to get this?

Also a quick other question. When I 'add' bones to the skin modifier should I include all my control helpers too?

Any help appreciated.

Haamu
11-25-2004, 02:11 PM
I'm not quite sure what you mean with "rotated 90 degrees", meaning I don't see what's wrong with bones rotating 90 degrees as that would be their default state when skinning. Is it causing odd deformation or odd bone movement...or what. There's a mirror bones script at scriptspot which is really helpful too. Only add the bones that you need for the skin deformation. No controll dummies or even bone tips as they just drive the bones.

gizmo1990
11-25-2004, 02:56 PM
Thanks for the reply.

Sorry, what I mean by rotated 90 degrees is that a lot of my 'envelope selectors' are rotated?

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