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ArminAnim
07-30-2011, 02:00 PM
Hello to Everyone , specially my teachers who I've learn a lot from them.
As all you know, the Orientation Constraint in 3Ds Max has a classic problem. when an object has 2 orientation references (for example imagine that 50 percent for each reference-or any other percent) the oriented object flips rotating if the angle of those references get over 180 deg. I wonder if there is any solution for this flipping?

thanks

denisT
07-30-2011, 03:47 PM
Hello to Everyone , specially my teachers who I've learn a lot from them.
As all you know, the Orientation Constraint in 3Ds Max has a classic problem. when an object has 2 orientation references (for example imagine that 50 percent for each reference-or any other percent) the oriented object flips rotating if the angle of those references get over 180 deg. I wonder if there is any solution for this flipping?

thanks
do you do it for a custom rig?

there is only one solution that i know. it's to add the third orientation constraint target.

ArminAnim
07-30-2011, 06:27 PM
do you do it for a custom rig?

there is only one solution that i know. it's to add the third orientation constraint target.
thanks for Reply DenisT
yes I want it for custom rig . I'm not sure that I've done what you said right ,I added 3 orientation constraint target but it still has flipping... is it enough what I've done or it need something more ? or am I totally wrong...

denisT
07-30-2011, 06:43 PM
thanks for Reply DenisT
yes I want it for custom rig . I'm not sure that I've done what you said right ,I added 3 orientation constraint target but it still has flipping... is it enough what I've done or it need something more ? or am I totally wrong...

my bad. i didn't read you post carefully. i thought that you talk about lookAt constraint.
so your situation is more complicated. Do you need to constrain all three axis or only one?

ArminAnim
07-30-2011, 06:59 PM
my bad. i didn't read you post carefully. i thought that you talk about lookAt constraint.
so your situation is more complicated. Do you need to constrain all three axis or only one?
No problem its ok :)
Im going to use it for back bones of character, I think it should be in 3 axis for good animation character (isn't it? ).
by the way, I searched other posts for answer , the closest ones where about "Slerp" function but it also has its own issues. do I have any chance to reduce problem?
I'm wondering if maya has also such flipping on Orientation constraints? or it works fine?

thanks

denisT
07-30-2011, 07:32 PM
No problem its ok :)
Im going to use it for back bones of character, I think it should be in 3 axis for good animation character (isn't it? ).
by the way, I searched other post for answer , the closest ones where about "Slerp" function but it also has its own issues. do I have any chance to reduce problem?
I'm wondering if maya has also such flipping on Orientation constraints? or it works fine?

thanks

if you want to do it for back bones (means spine) i suggest you the different rig.
use spline IK (or path constraint) for spine bones and one dummy for bones spin. This dummy has to have Euler_XYZ rotation controller. You need to wire one of its axis with spline bones axis with weight scaled from bottom bone to top.

that's how i would do it.

ArminAnim
07-31-2011, 05:18 AM
Mmm I can count on this solution. anyway I became Curious to know this rotation flipping has any solution in max...

Mr DenisT, is it for path constrainted or splineIK ? I mean what you said about dummy wiring, because I didnt find any way to control bones spin in Spline IK method and For setting up bones with spline ,I have had to use pathConstrainted helpers+position & lookat Constraint at bones. Am I right or what you said about dummy is using directly for SplineIK at bones?

thanks

denisT
07-31-2011, 05:37 AM
i see a solution as:
http://forums.cgsociety.org/showpost.php?p=7010849&postcount=1

ArminAnim
07-31-2011, 09:46 AM
i see a solution as:
http://forums.cgsociety.org/showpost.php?p=7010849&postcount=1
WOW!
its such a nice trick! thank you Mr DenisT for sharing it!
I think I should use it!

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