View Full Version : Rotational Limits
steverage 06-13-2003, 05:51 PM Hey, I was wondering if ppl here use rotation limits on bones...Ive tried a couple of times but they sometimes seem to cause popping...(Im using XSI 3.01)
Whats the general thinking?
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StefanA
06-13-2003, 06:16 PM
Sometimes I use them, especially if the chains are used in symmetry mode or with some other kinds of expressions.
A classical example is if you want to mirror an animation. So the expression is set to -1 on the other side. When you do symmetry it sometimes adds +360 degrees on your chains. So before adding the expression I apply a rotation limit for 180 and -180 (which makes the chain lock inbetween those rotation values).
But on a normaly rigged character i never use it.
best regards
.stefan andersson
steverage
06-13-2003, 06:47 PM
Cheers Stefan, I dont think Ill bother, its animation afterall - might look cool if hes a bit double jointed ;)
goosh
06-13-2003, 07:29 PM
I personally think that limits are not a good idea..
When animating you don't want to be restricted on how far you can push a pose..
And sometimes it's necessary to break a joint or two to make the animation look right..
so, just say no to limits!! :)
Goosh
loked
06-15-2003, 09:33 PM
Hey,
I have to agree with goosh. As an animator, you dont want to be restricted to how far you can take things. Sometimes an animation might even call for a character to fall and break his legs. In which case his joints would break and do all kinds of wierd rotations. I think its really the animators job to use his discretion and judge what works and what doesn't :thumbsup:
later:wavey:
loked
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