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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?

Darksuit
01-19-2010, 02:25 PM
Green = Blended Keys, You have Keyed something that was being controlled by another aspect.
Orange = Basic Key Frame
Purple = Expression
Blue = Constrianed
Yellow = Linked Control

Delete the Key Frames on the joint that has the Green Keys, and use your controller to control that object and set the keys on the controller. If you need to set keys on the object for values other than those that are being controlled. You can hide those Values by selecting the value name and right clicking and selecting Hide selected.

Darksuit
01-19-2010, 02:30 PM
Character Sets and the Trax Editor have not changed since they were added with Maya 4.0, Jasons Docs that he wrote for Maya in the Maya Documentation are all valid.

When you add an animation trax in, it should clear the animation keys out.

eem
01-26-2010, 09:53 PM
what about grey channel boxes?

Darksuit
01-26-2010, 10:19 PM
Grey = Locked.

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