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View Full Version : Bones skews insted of rotating


Rrenderman
03-17-2008, 12:52 AM
I hope someone can help me on this...

I'm rigging a charatecter and I´ve completed building a skeleton.

Now... when I rotate the bones, like the arm and the leges, the bones skews
in a very funky way insted of just rotate like they should.

Here are images of this problem:

http://www.islandia.is/ingprufa/riggingprobplem1.jpg


http://www.islandia.is/ingprufa/riggingprobplem2.jpg


Can I fix this easily or do I have to start all over?

KielFiggins
03-17-2008, 06:11 PM
Are you scaling joints as you place them? It seems the transform nodes are affecting your joints.

Keithtron
03-17-2008, 11:20 PM
You'd probably have more luck posting in the Rigging forum. But yeah, it looks like you've got some scaling going on. I've never used Max before but check to see if there's anything in your scene affecting the scaling of those bones/joints.

Christov
03-25-2008, 10:27 AM
Sorry for my English, but I`ll try to explain... ;-)

This is an error when you Scaled a parrent Bone !!! Never Do It !!!

When you Scale a bone in hierarchy, this "scale factor" is applied to his Children. This is not visible in "Scale Transform Type-In".
It is useful to know, when Rotation and Scale are contained in the same set of numbers in "Transform Matrix" (i.e. when evaluating Rotation, we took a Scale and Rotation vectors).
So, when you rotate the Children, its parent axis it takes on the scale along the parent axis, and Children skew.

As I see, you are scaled a "Upped Arm Bone". From "Scale Transform Type-In" check this and turn it back to [100,100,100]. This will solve your problem.
And if you want to fit the Bones in mesh, use "Character" -> "Bone Tools" -> "Bone Edit Mode". Drag Child Bone to reach a necessary length of Parent.

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03-25-2008, 10:27 AM
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