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View Full Version : LRA/rotate - problem with matching


oreanimate
06-05-2006, 06:57 PM
hello all,

What i am tryin to do is create a locater to command the wrist joint of my character. i would like the Local rotation axis of the locator to match that of the wrist joint itself. i create the locator, point constraint and orient constraint it to match the wrist joint. i then delete both orients. on the locator now i have offsets in the translate and rotation channels. when i try to freeze transformations the LRA of the locator goes back to world axis.

what i was wonderin if anyone could give me some tips to have the LRA of the locator to match that of the wrist, also with a zeroed out channel box? seems like an easy fix just not sure where i am missin it

aryzner
06-05-2006, 09:41 PM
I think you could just group the locator to itself (be sure to place the pivot point of the recently created group to be the same as the locator) and then rotate that group; everything in the channel box of the locator will remain zeroed out.

Robken
06-09-2006, 01:42 PM
- create an empty group
- point snap it to the joints
- orient constrain the group to the joint
- delete the orient constrain
- parent the locator under the group
- freeze transforms on the locator

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06-09-2006, 01:42 PM
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