Rotating character and rig?

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  05 May 2013
Rotating character and rig?

Hi - Pretty sure this is a very simple question. I'm not really an animator, so I'm having some stupid issues...

Having a bit of trouble rotating my character/rig. I've created a simple rig and bound it to my character model...but when I rotate my character and rig 180 degrees, the whole character gets deformed. If I delete history I can rotate, but then the rig isn't bound to my character anymore.

Is there an easy way to do this? I can't find anywhere that explains.

  05 May 2013
It helps to have a master node that everything is parented under. You could do this with a control, an empty group node, or both. I'd create a control at the origin, then group your controls and skeleton, and parent the group to your master control.

Last edited by jgibz : 05 May 2013 at 03:37 PM.
  05 May 2013
Another thing to keep in mind is that you should only be rotating the controls/joints, not the mesh itself or you'll get a double transformation.

  05 May 2013
Ah, I should have mentioned that I DO have a main controller that I use to move everything together. I'm only able to move everything side to side or front to back. As soon as I start to rotate the main controller, the mesh starts getting deformed.
  05 May 2013
Like Horganovski said, make sure you don't parent your mesh, also make sure you've only parented your root joint under the main control and haven't selected any other joints when you parent. Also make sure your main controller shares it's pivot with the root joint before parenting. If your root is at the pelvis or somewhere besides the scene origin then you can use an intermediate empty group as a parent to your controls and skeleton, then parent that under your main control.

If you have any free floating groups that are used to drive joints via constraints, make sure those are parented as well.

If this isn't working you can post a scene file and we'll take a look.
  05 May 2013
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