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OutOfInspiration
01-14-2010, 09:39 AM
K it's a very easy principle but I can seem to make it work.

You have two object. One parent and one child.

Now I want to do the following.

When I rotate the gizmo of the child. The rotation of the parent must be changed. But the rotation of the child must stay 0... (otherwise the child rotates double)

So it's like you use only the gizmo of the parent.

Is this possible?

I tried to do it with double sided wiring (<->)
so i said

that the rotation of the parent must be the same as the rotation of the child.
But then I got stuk. I can't reset the rotation of the child (and if i would do it the parent would rotate back :/)

thanks!

Duncs
01-14-2010, 10:13 AM
If I understand correctly, I think list controllers can help you here.

Assign a list controller to both objects. Wire the 'available' slot in your parent's rotation controller to the first controller in the child's list. Apply a euler_XYZ controller to the available' slot of the child's controller and then wire each of the x, y, and z slots to the corresponding one in the first controller in the child's own list - in each case add a minus (-) in front of the expression to cancel out the rotation.

Hope you can follow all that!

Duncs

JHN
01-14-2010, 08:54 PM
It can be much simpler then that, take the second controller on the list and instance it's controller to the first bone, now on the second bone make the second controller the active on, but set it's weight to 0, this effectively takes out the animation for the second bone bt since the controller is still active, it will catch the keyframes and pipes that through to the first bone, works a treat, no extra wiring (possible problems) needed!

-Johan

Duncs
01-14-2010, 09:59 PM
Nice tip Johan - never knew you could do that!

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