Joint placement problem

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  05 May 2013
Joint placement problem

Hey all,
I'm rigging a character with a wide stance, and his knees pointed slightly outward. In order to properly place the joints in the legs, the joints have to go diagonally and rotate outward. However, when I try to align the joints, I get junk values in the rotate. If I use the move tool to place the joints it messes up the orientation. If I align the joints using the joint orient, this brings up another problem, that is - I do plan on putting an RP/IK handle from the hip to the ankle, and I would need the joint orient values to be zeroed out in order to be aligned along a plane. I was taught that the rotate and joint orient should have zero values. How do I go about placing these joints in the proper place?

  06 June 2013
Well your joint orient is what actually orients the joints. The actual process of orienting your joints and making their rotations clean is by simply transfering the joints world rotation joint the jointOrient attribute.
  06 June 2013
Give this a shot -
Create a new leg in the side view, but make sure the bone lengths are the same (only move the joints along one axis, though).
Apply IK and a pole vector to this limb, then snap the new hip to the old one, the IK handle to the old ankle, and the pole vector to the old knee.
Delete the IK handle and old joints, and freeze the transforms on the new joints. Done! (More or less)

  06 June 2013
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