Can you zero out values for roots, bones etc?


#1

Can you zero out values for existing roots, bones etc?

For example, in maya, joints have xyz rotations set to zero when the joints are first created.

I’m guessing this is sort of impossible with global and local manipulation changing on the bones? Can I have just 0 values for local as it seems those are values that show up in the animation editor?


#2

Hi,
F1->neutral pose


#3

Had to restart si to get it to respond. Thanks for quick response.


#4

You can use the neutral pose, but sometimes (especially with rotations) it can make things slightly confusing in the animation editor. Where possible I’d recommend zero-ing out in other ways, like with chains, you can zero the first bone, by selecting the align root to first bone option. And for example using nulls as parents matched to the transforms of the child. Neutral poses are useful don’t get me wrong, I do use them, just sparingly.


#5

Okay… After playing with them for a while… Neutral Poses are interesting…

I’m a bit concerned with what it’s doing “under the hood” so to speak.

My concern is with gimbal lock… and how the transforms are being zeroed out…

Is it a bad idea to be referencing the local rotation values of an object that has had it’s rotation values set to a neutral pose?


#6

I never had a problem with neutral poses. Actually, I declined to buy Cinema4D because there’s no joint zeroing.


#7

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