Pose question


#1

Question:

I have built a biped skeleton, and have a curved staircase that I am animating the character climbing. I am using groups, and have a group for animating arms seperately than feet and torso. When I “PASTE” a pose for the arms, the entire skeleton rotates, apparently on heading(?), to match how the skeleton as a whole was oriented when I created the pose. As I understand is, my “POSE” though, only should have included rotations for the arm group, instead of the spine, legs, etc. Did I set up “PRIMARY” incorrectly? What is likely my problem here?

I first tried to troubleshoot by creating a “PRIMARY” group that included everything, and an “ARM” group to isolate the arms. This gave the same rotation problems. I then, tried making the “ARM” group elements “PRIMARY” and still there was no change.

Is there something that is likely to correct this? I thought there was a thread before about this, and couldn’t remmember exactly what the solution is. I also wondered if the prob was some kind of “local” “world” setting when the pose was created.

-Thanks!

-Garin


#2

your control objects should be parented to the main transform object and that object should be a part of the group. if you just have control objects not parented to anything, messiah will use worldspace transformation.


#3

I think thats it, my feet goals aren’t parented to anything, Ill go try that, thanks!


#4

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