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Ezz
12-23-2002, 10:40 PM
Hey you all!!! ( and Merry Christmas )


I have a question about the option: "Animate"-"Skeleton"-"Move joint/branch" because I
cant make it work proberly...

I am doing a simple (2d or 3d)joint-setup, lets say an arm. Then I want to move the "albow"-joint a little back so it fits my model...That work fine!!! but when I am trying to move the effecktor it flips back to the original position but keping the new lenght.
Also when I am hitting "undo" ( ctrl-z ) the bones does not change back to the original lenght and position....

Am I doing something wrong, or do I have the wrong idea about this tool..

Thanx

Erik

StefanA
12-26-2002, 08:26 PM
You are doing the right thing. But when you are making the setup, don't move the skeletion with the end effector unless you have a UP-Vector constraint to control the movement.
That is why the arm is flipping. I personaly never use the "move joint", I use the property page and the lenght slider (and FK rotations to match the angle).

best regards

.stefan andersson

Ezz
12-29-2002, 07:10 PM
Hey Stefan....Thanx for replying!!!

IŽll try it out

Erik

Ezz
12-29-2002, 07:12 PM
Hey Stefan....Thanx for replying!!!

Well it just seems a bit useless then. However the way you said
it works nice.....


Erik

gocam
12-30-2002, 07:24 PM
Hi Erik & Stefan - I posted a response on the xsibase forum here : http://www.xsibase.com/cgi-bin/yabb/YaBB.cgi?board=animation;action=display;num=1040589714

Basically, there seems to be a bug I believe in move joint/branch (which is probably my fault - apologies) in that it doesn't correctly propogate the home angle inheritance across the whole chain, but the fix I post at above link seems to make things work OK. Let me know how you get on,

-g.

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