Do I Freeze transform on bones before rigging?

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Old 01 January 2013   #1
Do I Freeze transform on bones before rigging?

I'm certain about freezing xForms on the control objects and mesh before I rig.

But is it necessary or wise to freeze xforms on the bones as well?

( simple max bones, not Biped/CAT bones)
 
Old 01 January 2013   #2
Unless somebody corrects me, in max, if you scale a bone with the scale tool, you're screwed. You should only change the size of bone while you're in "bone edit" mode.

But, I'm not a rigger, maybe there's a solution.
 
Old 01 January 2013   #3
my problem was ultimately caused by the joint orientation, due to improper joint mirroring.
 
Old 01 January 2013   #4
Did you do a mirror in the "Bone edit" mode of the "Bone tools"? Or just a simple mirror?
 
Old 01 January 2013   #5
Do not use the mirror tool on anything in a rig. Make sure that you use the bone mirror tool in Bone Tools.

Do not reset Xforms on bones as it will mess up the direction that they point.

Also never scale objects in a rig while rigging.
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Old 01 January 2013   #6
thanks for all your replies.
yeah I was using the wrong mirror function.

A question about mirroring bones:
If I have my right arm or right leg bones in exactly the right spot, and I wan to mirror that position precisely accross the x axis, how do I do that?

right now I have to include a spine bone, then zoom in really far adjust the offset spinner to move the bones into place. it seems like mirroring a position across the axis is a pretty obvious need. Am I missing something?
 
Old 01 January 2013   #7
I've seen the breakage caused by Reset transform
(by applying the reset modifier on the utilities panel) so avoiding that seems wise.

but what about freeze transform (via alt r click menu?)
so I can set my bone rotations to zero and return to an intitial position?
Is this common and wise or foolish and inviting disaster?

If not common , then how do Max animators "zero out" their transforms?
 
Old 01 January 2013   #8
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