Hello guys !
On the process of rigging a character, i’m facing the “gimble lock” problem !
I got the theorie of the Euler angles, the practice is a little confusing …
trying to get it right, I found a video of a guy adding the Rotate Order as a keyable on his chanel box, so he can easily adapt to the situation.
Which got me to the question, do the controler rotate order have to match the bone rotate order ?
If not matching, is it creating a wierd offset ?
What is the cleanest way to deal with that ?
I know that rigging can be a pain to get everything right and clean ! I don’t want to miss anything to avoid the unexpected while animating …
I am using maya,
Here is the way I create a controller :
head_ctrl_offset <---- This group gets all the transform attributes when positioning the ctrl along the bone my ctrl stays clean
head_ctrl_auto <---- This group is used as an extra offset if needed
head_ctrl <----- This is the curve selectable to orient bones with contraints
I learned most of my knowledge thanks to the Jahirul Amin rigging tutoials.
Thanks for your help