View Full Version : Rotational Limits

06 June 2003, 05:51 PM
Hey, I was wondering if ppl here use rotation limits on bones...Ive tried a couple of times but they sometimes seem to cause popping...(Im using XSI 3.01)

Whats the general thinking?

06 June 2003, 06:16 PM
Sometimes I use them, especially if the chains are used in symmetry mode or with some other kinds of expressions.

A classical example is if you want to mirror an animation. So the expression is set to -1 on the other side. When you do symmetry it sometimes adds +360 degrees on your chains. So before adding the expression I apply a rotation limit for 180 and -180 (which makes the chain lock inbetween those rotation values).

But on a normaly rigged character i never use it.

best regards

.stefan andersson

06 June 2003, 06:47 PM
Cheers Stefan, I dont think Ill bother, its animation afterall - might look cool if hes a bit double jointed ;)

06 June 2003, 07:29 PM
I personally think that limits are not a good idea..

When animating you don't want to be restricted on how far you can push a pose..

And sometimes it's necessary to break a joint or two to make the animation look right..

so, just say no to limits!! :)


06 June 2003, 09:33 PM

I have to agree with goosh. As an animator, you dont want to be restricted to how far you can take things. Sometimes an animation might even call for a character to fall and break his legs. In which case his joints would break and do all kinds of wierd rotations. I think its really the animators job to use his discretion and judge what works and what doesn't :thumbsup:


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