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bentllama
09-17-2002, 05:48 PM
Does anyone know how to create a joint at an angle yet have its rot read 0 0 0

…and still keep the joint Orient and Rotate Axis values at 0 0 0?

And can anyone do this without freezing transformations of the joints? I need to have a certain axis "down" the joint...and cannot have the axis as default world co-ordinates.

bigfatMELon
09-18-2002, 02:33 AM
Yes and no.

The yes part: create a at some world axis, parent it to a null and rotate the null and freeze the child. Or dupe the joint, parent the dupe and freeze tranforms on child.


The no part: unparenting these frozen children will leave their rotate values zero'd but their orientation then has to reflect their... well, their orientation. And since their orientation would no longer be zero to their parent (or world) it will have to be some other value.

You can choose to leave it parented and use the parent node as an abstraction layer and all will be well.

-jl

bentllama
09-18-2002, 03:01 AM
Thanks Melon...I thought of that, but the problem lies in the engine not being able to knock out mid-heirachal objects...guess I have some talking to programmers to do! :)

Don't you just love realtime dilemmas? lol :)

bigfatMELon
09-18-2002, 03:31 AM
Is there any other kind?

You can do this with a joint as well, thereby getting around your engine's issues.

-jl

bentllama
09-18-2002, 03:44 AM
Originally posted by bigfatMELon
You can do this with a joint as well, thereby getting around your engine's issues.

-jl

No. Cannot rebuild heirarchy from a mid-placed joint removal. Go figure. Ends only. :) I will have them fix this though. I mean it is easy enough to do. :)

dmcgrath
09-18-2002, 08:56 PM
I reread you original post and this is my edited response...
I have a Mel script that will do what you want, but I have to re-write it a little.

As a side note, messing with the joint orients wont hurt your final animation outputs. those numbers can be anyting you want, they dont have to be at 0,0,0.
You can select the number in the orient box and then hold down Ctrl and MMB to move orients around.

Give me a while to revise the Mel script and then well see if it works for you.


-dan

bigfatMELon
09-19-2002, 01:59 AM
Rebuild what and why? All you have to do is dupe the joint in question, parent the dupe to the original and freeze transforms. Then it's just another joint to the engine.

-jl

bentllama
09-19-2002, 02:35 AM
Originally posted by bigfatMELon
Rebuild what and why? All you have to do is dupe the joint in question, parent the dupe to the original and freeze transforms. Then it's just another joint to the engine.

-jl

Rebuild to omit that joint from ever reaching the engine...

There is the unfortunate budget constraint tied to realtime animation... :)

dmcgrath
09-19-2002, 04:01 AM
Sorry about the promise of the Mel script, I worked on it but havent gotten it to do what you want. If I ever have time to work it out, Ill let you know.

bentllama
09-19-2002, 04:28 AM
Thanks for your efforts dmcgrath...

...I have since devised a workaround that will suit both art and engineering parties involved...

dmcgrath
09-19-2002, 10:32 PM
cool

cheers

:beer:

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