bind skin

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  08 August 2008
bind skin

hello ,

I am actually rigging a chaacter model with an ik/fk switch. so when we give constrains the joints in ik or fk they get some values in rotations after we freeze transform them.. so is it better to bind the skin after the whole set uo or before. because if we bind after , when we say go to bind pose it will go to the pose with rotation values... i hope i am making myself clear..

  08 August 2008
You shouldn't be getting rotate values during constrainting for joints. The trick is to first constrain an empty group to your joints, delete it's constraints, and you end up with a group that has the joint's transforms. You then parent this group to your controller and constrain the joint to it.

Regarding whether to skin before or after completing the rig, there was a thread like that a few days back.
...everything will be fine, as long as nothing goes wrong...
  08 August 2008
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