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View Full Version : Orient problems from 4.5 to 5.0


MikeRhone
09-04-2003, 08:04 PM
We have a character rigged up and created in Maya 4.5.

When I switch between FK and IK in Maya 4.5 everythig is fine, but when I do it in 5.0, the wrist flips around.

The notes:

I have double bones in the shoulder and wrist to avoid gimble.

All of the bones zeroed out and correctly oriented.

Any ideas why it would work in 4.5 but not in 5? Im at a loss.

Mike R

MikeRhone
09-04-2003, 10:18 PM
Figured it out.

In maya 5.0 it is no longer a good idea to have bones oreint constrained to anything other than another bone.

If you need to constrain a bones rotation:

Have the bone orient constrained to a 'DrivingtBone'. Then make your control object/locater a parent of the 'DrivingBone'.

Hide the driving bone so your animators don't get confused.

This orient problem has only come up now that we've switched over to Maya 5.0.

Mike R

PS: Im really happy with the 'maintain offset' feature in the orient options. :)

dwalden74
09-05-2003, 11:49 AM
In maya 5.0 it is no longer a good idea to have bones oreint constrained to anything other than another bone.

I usually have objects driving bones´ rotations via direct connections. However, have you tried setting the new orientConstraint´s "interpType" to "shortest" to see if that helps your initial problem? I´m also quite happy with some of 5.0´s constraint features :p .

:beer:
David

goosh
09-05-2003, 04:10 PM
Originally posted by Rhonedog
[B]In maya 5.0 it is no longer a good idea to have bones oreint constrained to anything other than another bone.

WHAT?!?!

What would they do that?

That doesn't make sense to me.

I use orient and point constrain all over the place.. and it's not always to a bone.

And yes, I know what you say about setting a bone and then setting a locator on top of that.. but that makes for a really messy scene and that's not good.

Goosh

MikeRhone
09-06-2003, 11:36 PM
Originally posted by goosh

And yes, I know what you say about setting a bone and then setting a locator on top of that.. but that makes for a really messy scene and that's not good.

Goosh

I agree.

Hmm, I cant seem to replicate the error now Javier. I'll try and figure out what I was doing wrong on Monday. I had the same scene open in both 4.5 and 5, and the errors only happened in Maya 5.

... Anyways, the rig is working now and the other TD's know of the issue. I'll re-post if I find out what was going wrong.


Another thing I dont like in Maya 5: IK handles are not "sticky" by default. Its no biggy to fix, but now I have to go back into all of the scenes built in 4.5 and set the ik handles to sticky.

m

goosh
09-08-2003, 06:10 PM
You could run a mel command that will go through all the IK handles in your scene and turn all the stickies on.

Shouldn't be too hard to write

I think I saw some code about it somewhere a while ago

Goosh

dwalden74
09-08-2003, 06:22 PM
string $iks[] = `ls -type ikHandle`;
for ($i in $iks)
setAttr ($i + ".stickiness") 1;

I keep this on a shelf and use it every time I import a character.

:beer:
David

MikeRhone
09-08-2003, 08:45 PM
Originally posted by dwalden74
string $iks[] = `ls -type ikHandle`;
for ($i in $iks)
setAttr ($i + ".stickiness") 1;

I keep this on a shelf and use it every time I import a character.

:beer:
David

Ya, I did a script. Still, its a little annoying to go into ALL of the scenes, execute the script and re-save.

:annoyed:

goosh
09-09-2003, 12:44 AM
write a script for that too ;)

G

nottoshabi
09-09-2003, 02:18 AM
Originally posted by goosh
write a script for that too ;)

G




You guys and your scripts :thumbsup:

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