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Old 10-09-2012, 07:08 PM   #1
MrFanciful
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David Lawson
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Control Curve orientation issue

Hi

I'm going through a course to learn more about character rigging. The course comes with a character to go along with but I thought I would see if I would learn more by using a different character and applying the techniques to that.

The character I am using has feet that are at an angle, which means the the skeleton's feet have to be built pointing outwards slightly. I'm making the control curves and trying to orient them to the joints. I've taken a screenshot to show the issue I'm having.

The orientation of the curve is how I want it, so that it matches the rotation of the joints. However, the rotation attributes aren't zero'd. What I'm wanting to achieve is for the curves attributes to be zero but for the rotation axis to match the rotation axis of the outward pointing joints. Freezing the transforms changes the rotation axis so they match the world XYZ axis as shown in the the second screenshot





Sorry for what is probably a very simple question but any advice would be greatly appreciated.
 
Old 10-09-2012, 11:39 PM   #2
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Well unlike bones, regular transforms do not have Joint Orient attributes. The way around this so that the control is zero'd out is to make a copy of the transform and then parent the control under it.
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Old 10-10-2012, 07:21 AM   #3
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there is also a script called zeroOut from comet that works as a charm
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Old 10-10-2012, 07:21 AM   #4
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