booboo4ever
10-06-2005, 01:44 AM
hello all,
i am trying to work on my rigging skills, and develop some better habits of setting things up.
recently, i was on a project that used mocap and i set up the rig. i thought that the rig was clean, i set it up, made sure all of the transform rotates of each joint was 0,0,0 - and sent it off to be used.
because of the way the mocap place was inporting the data, my rig had a lot of flaws.
the biggest problem was that i had non-zero numbers in the 'rotate axis' (under the transform menu in the attribute editor). i also had non-zero numbers in the 'joint orient' (under the joint menu in the attribute editor). the mocap people told me it was okay to have non-zero numbers in the joint orient, but that the rotate axis MUST be zero.
i guess this is a fairly common practice. so i notice that if i go into component mode of a joint and rotate the axis around it messes up the 'rotate axis'. also when i move joints around to arrange them, and then zero out the rotates in the transorm node, this does not do anything to fix problems with the rotate axis.
the solution the mocap place gave me, was just to add the numbers in the rotate axis and joint orient and then put that number in the joint orient and put the rotate axis back to zero. so i got the work done, but i guess my question is:
can somebody maybe explain to me a bit the difference between the transform rotate, the rotate axis, and the joint orient? i really cannot find much anywhere and i am hoping some seasoned pro could explain things a bit.
in any case, i am starting to pay a lot more attention what is happening to the rotate axis while i am changing joints around.
i am trying to work on my rigging skills, and develop some better habits of setting things up.
recently, i was on a project that used mocap and i set up the rig. i thought that the rig was clean, i set it up, made sure all of the transform rotates of each joint was 0,0,0 - and sent it off to be used.
because of the way the mocap place was inporting the data, my rig had a lot of flaws.
the biggest problem was that i had non-zero numbers in the 'rotate axis' (under the transform menu in the attribute editor). i also had non-zero numbers in the 'joint orient' (under the joint menu in the attribute editor). the mocap people told me it was okay to have non-zero numbers in the joint orient, but that the rotate axis MUST be zero.
i guess this is a fairly common practice. so i notice that if i go into component mode of a joint and rotate the axis around it messes up the 'rotate axis'. also when i move joints around to arrange them, and then zero out the rotates in the transorm node, this does not do anything to fix problems with the rotate axis.
the solution the mocap place gave me, was just to add the numbers in the rotate axis and joint orient and then put that number in the joint orient and put the rotate axis back to zero. so i got the work done, but i guess my question is:
can somebody maybe explain to me a bit the difference between the transform rotate, the rotate axis, and the joint orient? i really cannot find much anywhere and i am hoping some seasoned pro could explain things a bit.
in any case, i am starting to pay a lot more attention what is happening to the rotate axis while i am changing joints around.
