eem
01-19-2010, 10:11 AM
I have a character rigged very normally with IK and bones. Some curves drawn that the IK chains are parented too, then some joints that are parent constrained to curves.
This rig works just fine.
But then I select my bones and curves, turn them into a character set.
Then I place a key with this character set active and it breaks my parent constraints between curves and joints. Like, I rotate the curve, and it doesn't rotate the joint that is parent constrained to it.
I click on the joint that is supposed to be rotating and notice that after putting a key it's rotate channel box's are highlighted green. So I imagine the parent constraint isn't broken, but rather this green highlight means the joints rotate values are unchangeable and thus it's parent is not affecting it.
What is going on here and how do I fix it? How do I make it so that I can put a key a on a character set without certain joints becoming locked under green highlights?
And are you supposed to add all your curves, joints and IK handles into the same character set?
This rig works just fine.
But then I select my bones and curves, turn them into a character set.
Then I place a key with this character set active and it breaks my parent constraints between curves and joints. Like, I rotate the curve, and it doesn't rotate the joint that is parent constrained to it.
I click on the joint that is supposed to be rotating and notice that after putting a key it's rotate channel box's are highlighted green. So I imagine the parent constraint isn't broken, but rather this green highlight means the joints rotate values are unchangeable and thus it's parent is not affecting it.
What is going on here and how do I fix it? How do I make it so that I can put a key a on a character set without certain joints becoming locked under green highlights?
And are you supposed to add all your curves, joints and IK handles into the same character set?
