martinputtkammer
05-11-2008, 07:08 PM
hi folks,
while using a script to setup a chain of joints, everything works fine, as long
as the joints are zeroed in rotation and joint orientation.
however, as soon as the joint-orients are non zero everything gets messed up.
basically, what is the scheme to counteract the joint orient?
a simple example:
joint orient is, say -30, 48,6, 99, rotations zeroed. then create nurbs circle at world origin.
then, if one parents the shape to the joint transform node, everything gets screwed up, since the joints orient acts as base for the parenting and the nurbsShape is oriented in any way, just not following the joint. guess work and counter-rotating the shape before parenting hardly ever works, nor is it scriptable.
how do you guys and girls cope with that joint orient issue?
thanks a bunch,
martin
while using a script to setup a chain of joints, everything works fine, as long
as the joints are zeroed in rotation and joint orientation.
however, as soon as the joint-orients are non zero everything gets messed up.
basically, what is the scheme to counteract the joint orient?
a simple example:
joint orient is, say -30, 48,6, 99, rotations zeroed. then create nurbs circle at world origin.
then, if one parents the shape to the joint transform node, everything gets screwed up, since the joints orient acts as base for the parenting and the nurbsShape is oriented in any way, just not following the joint. guess work and counter-rotating the shape before parenting hardly ever works, nor is it scriptable.
how do you guys and girls cope with that joint orient issue?
thanks a bunch,
martin
