04 April 2013 | |
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New Member
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United States Minor Outlying Islands
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![]() Ok, so yesterday I was working on an animation that requires the use of hand joints and finger joints. Everything was going just fine, I had full control of the fingers and everything.
The last thing I did was create a set driven key to manipulate actions with the fingers for hand gestures, that worked fine too.. the next day, when I open the program, I noticed that one of my fingers was off, so I thought "ok, I'll fix that" but then, when I try to move any of the finger joints, they just move back to their original position and completely refuse to stay in place after I move them... I have no idea what's causing this problem, and its really hindering me from progressing on this animation... if anyone has any idea, please let me know... |
04 April 2013 | |
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Lord of the posts
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Jack Gibbons
USA
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How are the fingers setup? when you created your sdks to create hand poses did you key the bones themselves? Are the joints already constrainted to controls? I recommend using a referenced file for your rig, it's safer and easier than making rig changes in an animation file.
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05 May 2013 | |
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New Member
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United States Minor Outlying Islands
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I appreciate the response
anyways, I'm fairly new to joints and rigging, so don't expect me to know the technicalities of it.. anyways, after testing stuff out, I determined that the cause of my problem was the set driven keys I had applied to the finger joints. well, while its not the most practical solution, I just resolved to simply add more set driven key manipulations to work around the issue, so i'm ok again at the moment. ![]() |
05 May 2013 | |
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Lord of the posts
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Jack Gibbons
USA
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You should let your controls drive the joints and set driven keys on parents of your controls.
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05 May 2013 | |
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Expert
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