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ath1331
05-30-2009, 06:52 AM
hi,

I’m currently making a character for a school project and am having some trouble setting up the fk controls on the right side of my character.

The left side works fine, but when I mirror the joints across something starts going wrong, whenever I constrain the orientation of the Fk bones to the controls I’ve made (which I have frozen the transforms on), the joints get some weird rotation values (360 or 180 for example)

I think it has something to do with local rotation axis, as I was able to fix the problem by pointing the x axis –(negative) to the bones (ie it points towards the body instead of the wrist) but I’m sure that this isn't the correct solution (I don’t want to get half way through the animation and figure out there’s some huge problem lol)

any help would be very much appreciated

thanks

vvkonline
05-30-2009, 06:29 PM
you should make offset groups for your controllers so that controllers have same orientation as joints.

just create empty group point and orient that group with the joint maintain offset is checked OFF
now delete constraints

parent controller under it and you can freeze transform controller now, don't freeze transform offset group.

ath1331
05-31-2009, 12:02 AM
Hi,

Thanks vvkonline, that worked really well.

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