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Old 10-11-2012, 06:09 PM   #1
BaZoOkaPoOka
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rig arms keep snapping back to orginal position?

i got this rig

http://www.creativecrash.com/maya/d...y/comments#tabs

the rig arms keep snapping back to its original position, whats causing this and how do i stop the rig from doing this? thanks
 
Old 10-11-2012, 06:56 PM   #2
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Seems to work for me?

Can you describe in more detail what you are doing with it?

I downloaded the file.. keyframed the arm ik handle then saved and reloaded it and everything was still animated as expected.
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Old 10-11-2012, 07:33 PM   #3
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http://www.youtube.com/watch?v=quJZ-z-R8mY

it keeps randomly snapping sometimes when i move body parts and it did it once when i keyed a frame, heres vid of the snap
 
Old 10-11-2012, 08:21 PM   #4
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Brian Horgan
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You're trying to rotate the arm while it's in IK, that's not how IK works, it's translation based, not rotation based (a little weird that the rig even allows you to do this but there you go).

So, your options are to either : 1 - just move the hand controller and elbow pole vector to pose the arm, or 2 - switch the arm to FK (assuming the rig has that option, most do) and rotate with the FK controllers that should appear when in that mode.


Cheers,
Brian
 
Old 10-11-2012, 08:35 PM   #5
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Quote:
Originally Posted by Horganovski
(a little weird that the rig even allows you to do this but there you go).


Actually when you blend over to IK the FK handles are hidden as one might expect but he has the bones displayed (hard to see in the video) and that's how he is grabbing them.
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Old 10-11-2012, 08:45 PM   #6
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Quote:
Originally Posted by gmask
Actually when you blend over to IK the FK handles are hidden as one might expect but he has the bones displayed (hard to see in the video) and that's how he is grabbing them.


Makes sense. I watched the video again and saw that the rotation channels are blue (driven) on the bone he's trying to rotate so I guess that's actually the bind arm he's selected which is constrained to both the IK and FK bones.

I guess the rigger should really have made the bind joints invisible to prevent this, as animators won't always filter the view to remove stuff they shouldn't touch.

Cheers,
Brian
 
Old 10-11-2012, 09:20 PM   #7
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I think it's about time that animators should be expected to not be idiots - i.e. if you're an animator, you should know the difference between IK and FK. You should know not to grab the bound joints on a rig that clearly has nurbs controls for controlling the rig.

 
Old 10-11-2012, 09:42 PM   #8
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You have a point but there are some great animators who lean a lot more on the side of artist than they do on the technical side. As someone who works as both an animator and a rigger I really think riggers have a duty to keep their rigs tidy and hide anything that the animators shouldn't be touching or adding keys to. They will still find ways to break the rig no matter what you do, but having bind joints visible is just asking for trouble IMO

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Old 10-11-2012, 10:07 PM   #9
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Oh I completely agree with you that rigs should be tidy and bits that shouldn't be touched should be locked and hidden.

But I am astonished sometimes with the "free ride" (perhaps an exaggeration) some animators seem to get in their chosen industry regarding their level of knowledge. These are very basic parts of 3d to get to grips with and I think the OP (and any animator working on a computer) should really know.

Animators wouldn't break rigs so easily if they were expected to know a little bit more.

For the record, I am an animator and a rigger (animator first) but I made it my duty to learn more than just keyframes, and it has helped me greatly. It just annoys me when I see other animators essentially "play dumb".
 
Old 10-11-2012, 10:15 PM   #10
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ok thanks a lot for the help. not being an idiot. im new to maya, trying to learn things completely on my own is tough. i got a digital tutor subscription and its pretty confusing knowing where to start from. i guess i should watch some rigging videos as well. anyone know other good places to learn maya? digital tutors is kinda too dragged out for me

Last edited by BaZoOkaPoOka : 10-11-2012 at 10:19 PM.
 
Old 10-11-2012, 10:43 PM   #11
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Quote:
Originally Posted by Horganovski
I guess the rigger should really have made the bind joints invisible to prevent this, as animators won't always filter the view to remove stuff they shouldn't touch.


I usually lock constraints etc.. actually I try to build rigs so that if you selected the root node and hit key everything below only the controls you want keyframed would actually get keyframed.
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Old 10-11-2012, 10:55 PM   #12
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how do i make bind joints invisible?
 
Old 10-12-2012, 12:11 AM   #13
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Quote:
Originally Posted by BaZoOkaPoOka
how do i make bind joints invisible?


Uncheck joints in the Viewport>Show menu

or

select the joints and hit ctrl H

or

select the joints and put them in display layer and turn off the visibility

or

leave them on but only select the curves

you can use this code to assigned to a hotkey to set your selection filter to only curves

setObjectPickMask "All" 0;
setObjectPickMask "Curve" true;
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Old 10-12-2012, 12:42 AM   #14
BaZoOkaPoOka
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Quote:
Originally Posted by gmask
Uncheck joints in the Viewport>Show menu

or

select the joints and hit ctrl H

or

select the joints and put them in display layer and turn off the visibility

or

leave them on but only select the curves

you can use this code to assigned to a hotkey to set your selection filter to only curves

setObjectPickMask "All" 0;
setObjectPickMask "Curve" true;

after i do that , it doesnt allow me to move the arms anymore

edit: nvm i didnt see the control at the wrist , thanks

Last edited by BaZoOkaPoOka : 10-12-2012 at 12:46 AM.
 
Old 10-12-2012, 12:42 AM   #15
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