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View Full Version : Control Rig not aligned exactly to skeleton?


switchblade327
02-18-2009, 10:59 AM
I finally solved an elusive problem with a scene I'm working on and discovered it is being caused by a discrepancy between the control rig (WristEffectors, to be specific) and the skeleton itself; the positions are identical but the rotations are a few degrees off. Is there an easy way to reorient parts of a control rig without dragging the skeleton with it? If I could just rotate the damn pivot like I could move it in 'pivot mode', this wouldn't be a problem :/

How does this happen anyway? Did we set up the rig wrong or is MotionBuilder just insane?

Any help would be appreciated. This is with MB 7.5.

bclark
02-19-2009, 06:08 AM
adjust the pre and post rotatoins to adjust the rig ctrl alignment and not mess up the skeleton rotation.

you could also just delete the rig and create a new one and see if its the rig or some problem with the joint.

switchblade327
02-19-2009, 02:24 PM
adjust the pre and post rotatoins to adjust the rig ctrl alignment and not mess up the skeleton rotation.

you could also just delete the rig and create a new one and see if its the rig or some problem with the joint.

Thanks for the response, Brad.

I've checked out rig setups and have the same problem; a minor difference between the wrist bones and the effectors in rotation only. What are pre and post rotations and where can I find them? I can access the effector's rotation in the properties but I can't manipulate them without moving the skeleton itself.

bclark
02-20-2009, 05:33 AM
you have to show all under properties then look down under Degrees of Freedom-rotation, Pre Rotation

turn on rotation DOF if it is not on.
then set your pre and post to the same value with post being -

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