PDA

View Full Version : Char hands - reversing hierarchy


steveblake
08-29-2002, 10:13 AM
Hi

I've just modelled, boned and skinned a nice hand and wanted to reverse it and re-use it for my characters other hand.

I've exported it and now re-imported it after having grouped it to itself and scaled X to -1

But as you may have guessed the rotations are all reversed which is making animation a pain.

Is there a better way of flipping a skinned heirachy and keeping all the rotations intact? a mel script somewhere perhaps?

(BTW it's a simple FK structre, no expressions, SDK yet)


The only fix I have thought of so far is to go in and use SDK for each bone driven by locators mixed into the joint setup.

or maybe I'll use a simple expression (x = -x)??

help!

Rot
08-29-2002, 10:20 AM
If your hand is connetted to your body skeleton you can mirror your whole arm, I suppose...
Just select the root joint and go to Skeleton -> mirror joint.

E-byez

steveblake
08-29-2002, 10:32 AM
thanks, it's not connected. I'll have a go, but does it work with the gemetry connected ??

(I guess I'll find out in a moment)

wireFrame
08-29-2002, 10:34 AM
Hmm... I'm not that familiar enough with what you're doing but for rotational problems you can use the joint orient command. If you're used this command, you can reorient the joint orientations and play around with the options (xyz, yzx, zyx, etc.) It's in the manual.

joint -e -oj xyz -zso

Or you can use Jason Schleifer's script jsOrientJoint/jsOrientJointUI which I don't have at moment.

This will solve your problem about disoriented joints and correct them.

steveblake
08-29-2002, 10:42 AM
thanks, it's not connected. I'll have a go, but does it work with the gemetry connected ??thanks, it's not connected. I'll have a go, but does it work with the gemetry connected ??

I'm an idiot - what I meant was " does it work with gemetry that's already skinned?"

thanks

wireFrame
08-29-2002, 10:44 AM
I haven't tried that but I think it will even if there's a geometry skinned to it.

Give it a try/.

Rot
08-29-2002, 10:46 AM
Uh...
I don't think so...

But, have you skinned a single-flying hand?
Are you working for Addams. inc ? ^_^

E- byez

steveblake
08-29-2002, 10:52 AM
Addams? Hmmm, wonder if you mean Aardmans?

and no it's part of a character. But that flying hand idea sounds good, I could go with that...

wireFrame
08-29-2002, 10:56 AM
I would just like to clear that it's the joints' local rotation axes. If they move a bit, you have to disconnect the geometry first and fix it.

Rot
08-29-2002, 11:02 AM
No, I mean Addams. Like Addams Family ;)

E-Byez

steveblake
08-29-2002, 11:04 AM
thanks for your help guys. The problem seems to be this:

The hand hierachy is scaled to - Y and the joints all rotate the other way from the way my HUD is suggesting, so if I go to Rotate X to, say +15 - it actually ends up as -15...

all very confusing...(but at the same time somehow logically correct)

No, I mean Addams. Like Addams Family

oh yeah, right.. stupid me

steveblake
08-29-2002, 11:22 AM
if anyone's here's still interested I got a solution: I just grouped the joint to intslef and moved the groups pivit to the joint base.

Works a treat!

anyway here's what I was originally jabbing on about:

thanks for listening.

wireFrame
08-29-2002, 11:56 AM
I'm sorry but your procedure is somewhat different from the way I rig. That's why mines would really not work on urs.

Anyway, I one thing I make sure to avoid problems with the rig is to zero out all rotation and clean up the local joint orientations. If your joints are not aiming properly to the joints next to them then you'll have problems especially in mirroring joints/duplicates.

These orientation is preserved even in mirroring so if your hand is facing the opposite direction to the original. Local joint orientation is still preserved.

That's all I can say. Enjoy!

steveblake
08-29-2002, 12:08 PM
good points. do you zero out by parenting or using a script?

(hmm I think I'm being dense, freeze tranform works doesn't it?)

thanks again

wireFrame
08-29-2002, 12:15 PM
Nope, it doesn't work that way. You have to use a command not found in the pull down menus. Do a research on this 'coz this is really an important issue that is not stressed out in the manuals.

Check out:

Local Rotation Axis (for joints)
Joint Orientation command (mentioned above)

steveblake
08-29-2002, 12:22 PM
good stuff - I'll hit the books!

GrafOrlok
09-02-2002, 10:02 AM
Check out the help (C:\AW\Maya4.0\docs\en_US\html\UserGuide\CharSetup\SkeletonBuild5.html) and the chapter "Reorienting all local axes in limb or skeleton"

This is a very important step to get your skeleton working! And for some reason AW seems not interested in making life easier here;)

The Mel-command for "zeroing out" the joints would be:
joint -e -oj xyz -zso -ch;

Staffan

CGTalk Moderation
01-13-2006, 03:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.