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View Full Version : tree keys when i rotate in only one axis


luigi
05-16-2003, 07:02 PM
with xyz euler when you rotate an object in a specific local axis max create you 3 keys one in the axis and two in the other axis .


this make me clean the other keys for arrive to a good result.


does someone knows who i create keys only in one axis and not in the tree axis?


script or sugestions are wellcome.

LFShade
05-16-2003, 07:32 PM
There's sort of a hidden way to set keys explicitly on an individual axis, but there's a reason why it's not the usual way of doing things. In euler rotations, the final result is dependent on each axis, and rotations can get wierd if you start killing off keys on one or two of the axes. If you want to give it a try, though, you can look in Customize UI for the commands, I seem to remember them being called "explicit keys", like "Set explicit key on X", etc. (or something like that). I can't remember what category they would be in.

RH

luigi
05-17-2003, 07:03 PM
thanks another time LFShade
:applause: :love:

the category is keyframe tools and you have create and erase a key in one axis.


the are two ways of do it :

one create keys in one axis and modify the curve for arrive to the resukt that you want in the trackview
and the other is use transform gizmo and later with erase erase the keys in the other axis.


the reason that i use it is i use it for make character animation I rotate the bones in only local axis , and for better control of the animation is needed to have cleen curves.


Im practicng the principles that Kyle Banda (director animator of toystory2) teach me in a 3dmasterclass and believe me all the power is in the curves.


I saw that you have a character rigging section in your website and my actual rig only have ik in the foots you have to believe me is the way that are the rig in pixar all the rest is local rotates ;).


and that is the reason that im asking this question and te rotate fingers question.

;)

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