CoolDuck
12-08-2004, 08:52 PM
Hi, I've search everywhere on the net including the archives here but couldn't find an answer to my Q.
I need to match up the local rotational axis of my animation control (lets say a FK shoulder) to that of the shoulder joint.
Lets say the joints are already reorientated and rotateX is for bending sideways down for the shoulder joint, but the animation control (nurbs curve) is rotateZ.
So how do I change the LRA of the animation control to match up the joint. The point is I need to use Connection editor for anim control>>joint connections.
I've tried, orient constraining the anim control to the joint, yes that worked, but the problem is, when I freeze transform that curve, it snaps back to the world axis.
Parenting the anim control to the joint and freeze transformation of the curve also worked, but that would make the anim control be in the hierarchy of the joints.
I'd be very grateful if someone points me in the right direction, cause I need this for my rig. Thanks in advance!
I need to match up the local rotational axis of my animation control (lets say a FK shoulder) to that of the shoulder joint.
Lets say the joints are already reorientated and rotateX is for bending sideways down for the shoulder joint, but the animation control (nurbs curve) is rotateZ.
So how do I change the LRA of the animation control to match up the joint. The point is I need to use Connection editor for anim control>>joint connections.
I've tried, orient constraining the anim control to the joint, yes that worked, but the problem is, when I freeze transform that curve, it snaps back to the world axis.
Parenting the anim control to the joint and freeze transformation of the curve also worked, but that would make the anim control be in the hierarchy of the joints.
I'd be very grateful if someone points me in the right direction, cause I need this for my rig. Thanks in advance!
