View Full Version : problem of symmetry with bones in XSI
09-20-2004, 10:09 AM
I am now trying to make a symmetry of my skeleton, but I met problems. I used Skeleton/duplicate symmetry, but it is not perfect because of the wrong orientation of the rotation and position axis, so I used scale-1 and rotations in the neutral pose tab to get the right orientations of my axis. It works, but I have scale-1 and rotations on my neutral pose, and I don't like that.
I created a "rig from biped guide", and the bones orientations are perfect without any scale-1 on them. If anyone knows how to do, it would be really nice!!
Thanks in advance.
09-20-2004, 11:31 AM
My trial ran out so I can't test this but have you tried 'freeze transform'(?) from Transform(?) -menu. It sets all transforms to 0 or to 1.
09-20-2004, 01:40 PM
If you do a freeze transform on a null, a root or a bone, it doesn't work because of their own nature. It works with polygonal for instance, but not on this kind of object.
09-20-2004, 03:51 PM
I am not sure if I understood correctly , but you duplicate your bones , than select all of them and do another skeleton > set neutral pose.
Works fine here and all my bones are nicely zeroed out.
09-21-2004, 07:36 AM
No, what I did is a duplicate symmetry of my chain in branch mode by selecting the null root. But then, I want to have a symmetry in the behaviour of my bones for rotations.
But I find a solution by making negative scales on the root on the 3 axis and a 180° rotation on the Y axis if my memorie is good. It is not perfect because I still have negative scales, but the bones that supports the skin don't have negative scales, so....
09-21-2004, 07:44 AM
Hi pascal, hummm if you have this kind of rotation, prepare yourself for problem ( like animators strikes on you with axes and guns, tank and mass destruction weapons..... maybe just angry .....) Check the doc for neutral pos, sheep factory was right.
01-19-2006, 08:00 AM
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