View Full Version : JointFlipping
nochuss 12-05-2006, 01:38 AM problem with my rig, is that he forearm joint is flipping, i have both auto forearm and ik under one controller. this is the first time i have had this problem. the flip is happening at hte forearm joint. i have tried numerous orients on the joints and unattached and reattached the orient constraints multiple time to try and iron this out..if anyone would like to look at the file for me and see if it can be percieved as to what is wrong? i suppose like all of my other Maya blunders i will learn what not to do the hard way..i will be happy to upload this rig if anyone has the time and expertiese to help
thanks
Steve
or if there is a definate dont do then id like to hear that too
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Dustin
12-05-2006, 08:21 PM
if the issue is with the orient constraint, in the constraint settings, try switching the interp type from Average to Shortest. See if that makes any difference. That usually works for me.
underearth
01-12-2007, 04:37 AM
hey nochuss can you tell which rotation order you are using and.. whats joint orient...
like x down and z as your primary rot axis...
i faced this problem once but sol i found was.. to limit the rotation... in hand twist to 90 degree...
isoparmB
01-12-2007, 05:06 AM
You can have it set up in such a way that it is:
A. Orient constrained to a controllers, but you could have a manipulation attribute to correct the rotation if it gets ugly (fed into the orientConstraint's appropriate offset attribute). Or, if you have separate controllers for your arm translate and hand rotate (I found this works best), you could have one axis of your rotate controller drive the forearm and have the manipulator attribute for fixups.
B. Controlled directly by an attribute, such as a .forearmRot float attribute.
underearth
01-12-2007, 07:01 AM
i agree with you isoparm.. when you say one can use seperate ctr for wrist rot and attaching it to forearm.. so that no flipping issues came by when forearm joint sort of twist above 90 degree...
but it wont be so animator friendly sol... i ahve seen many rigs having single ctrl for arm ik and wrist rot..(ian jones generic is one good example based on zoo's arm).. and i like the idea of having single ctrl for that.. from animator pt. of view..
i think what ideal sol should be to find adequate way so that forearm twist value should be calculated neatly.. no flipping...
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