Joint Rotation problem in maya


#1

Hi Everyone.

at this moment i working in a rig, so recently when i take a look to see if everything is ok, i see a problem in the pinky joints… the joint are rotate in a strange form and the controlers are in cero position , so a i dunno what happen if i move or something but problem or my question is if exist some form to fix that problem whihout altered the skin or event move the mesh.

Exist a solution for this in maya ?

To show a better explanation of my problem i prefer to attach some images whit the problem i hope you guys help me.


Shot at 2011-08-05


Shot at 2011-08-05


#2

I dunno looks like the joint orientations are a mess… what I would is copy the skeleton and then layout the finger joints so that they are straight and then rotate them to match the original. Then I’d copy the geo, rebind it to the new skeleton and use copy weights from the original skin to the new skin.


#3

Hey gmask thanks for asnwer me. now i try to do what you recomend to , so the question is , this rig is a old rig , made by another person whit DNS rapidrig, so a try to figure out how the other person conect the stuff to know by myself what disconect and what no, so is very hard becouse is a complex rig whit ik fk and a lot of stuff, at this moment for me is a pain in the ass try to know how it works, and is a reference to other rigs in the pipeline stuff, so i try to do what you say to me , but if you have any another recomendation for me i aprecite a lot that .

Thanks man.

Mostvicous


#4

Ugh… well it’s really hard to know without seeing the scene file … one thing you might beable to do is look to see if those circular FK controllers are in a group and then rotate the group so that bones are better aligned… if they are not in groups then maybe you can put them in groups.


#5

Also as a last resort you could straighten the pinky… make new bones that are lined up correctly. Weight the pinky to those new bones then zero out the controllers and then constrain the new bones to the old bones with offsets so that you are still using the original controllers but now since they are zero’d out they rotate as expected and you don’t have to dig into the rig. It’s decent band-aid.


#6

Hey gmask Really apreciate your effort for help me. So, look i think i done whit the fk controls, what i do is take the controls like you say and rotate the joint and put those in a correct position,later i erase the parent constraint and reorganize the fk controls, freeze the transformations, and later back to the joint and the fk controls and create a new parent contraint from the fk controls to the joint, and is done work, what is great, and really men thanks for help me, am very new in rig and a love this !!!

But actually a want to try the second option that you give to me , and try whit new joints, so let me doit and later a tell you what happen.

Thanks man take care.

MoostVicious


#7

no problemo


#8

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