PDA

View Full Version : Joints will not Freeze to Zero


mboden
11-21-2005, 10:01 AM
I'm working on an arm rig for a robot/humanoid. Now that I have all the joints in the correct place, I wanted to freeze transform the joints. When I select the joints either, by dragging the select tool or by edit/select hierarchy, and then once selected, I go to edit/freeze transformations with the default settings, and I freeze. The result is that the joints still have the same values from before and have not zeroed out. I'm doing something wrong, are joints unfreezeable? Thanks for your input and help.

antweiler
11-21-2005, 10:16 AM
you cannot freeze the transform of joints, and it is not necessary

dragonlair81
11-22-2005, 05:09 AM
why do you want to freeze the transforms on your joints?

utpal
11-22-2005, 05:19 AM
i am guessing that you are trying to freeze the transforms of the joints so that all the rotation and transformation values in the channel box would be zero, right?
if that is what you want to do, then do the following.
hit ctrl+g without selecting anything. this will create an empty transform node called null1. now, point-snap this transform node at the same position as the joint you want to zero out. then, make this null a child of the joint. then apply freeze transform. so that now, the null's values are zero.
now, select this null and make it a child of the parent joint of the joint you want to zero out. that is, if you want to zero the heel joint, then make the null child of the knee joint. now, select the heel joint, and make it a child of the null node.
this should give you zero values in the channel box of the joint.

hope i am being clear.

MasonDoran
11-22-2005, 08:49 AM
It is necessary to freeze joints if you want to reset your pose or animate the joints directly.


Freeze transforms work only on the rotates and scale of the joint. If you need the translates zeroed out...fallow the advice of utpal.

Also, look in the script editor for any errors or warnings when u try to freeze the joints.


Also, you must freezed joints BEFORE you add ik or constraints or control objects.

antweiler
11-22-2005, 11:10 AM
im sorry, i meant translate, not transform :blush:
it certainly makes sense to zero out rotation after the layout of the sceleton is finished

mboden
11-23-2005, 06:41 AM
Thanks everyone, I was confuse why and what I was doing wrong. I'm grateful for all the help and advice from everyone. I'll probably posting my project soon on CGtalk. Thanks again.

Global
11-29-2005, 01:21 AM
Just a quick related question (sorry, I don't mean to steal the thread! ;)) But I've heard many people say 'Don't Freeze Joints!'... Personally I've done it myself in order to get the rotations to zero out and never found a problem (though I'm fairly new to Maya)

Just wondered what peoples thoughts were on this.

anespark
11-29-2005, 07:21 PM
What I learned was NOT change translate values and must have zero value on rotations and scales. When I stretch my leg and arm in FK mode I use scale.

I hope I am right.

ruukki
11-29-2005, 08:21 PM
Basically there's nothing wrong with scaling joints, as long as you makes sure the values get back to 1. I use scaling joints for tongue at least, and I see no fault with that. Also the Stretchy spine idea works with scaling joints.

CGTalk Moderation
11-29-2005, 08:21 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.