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Old 23-06-2005, 08:26 AM   #9
priimate
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Join Date: May 2005
Location: Melbourne, Australia
Posts: 136
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Hi Everyone!

Followed the link here from the home page. As some of you have mentioned, the viewport that you create a skelegon in determines the direction of the resultant bone's pitch (So if I click and drag a skelegon, from the knee to the ankle, in the front/back viewport, the pitch will align itself like your own leg i.e. the pitch will bend the leg). Bear in mind that features such as muscle flex in Layout's Bone Properties only affects a bone's Pitch channel - so it's important to draw the skelegons in the correct viewports so these functions work. (See the diagram below.)

Then, sometimes when you convert your skelegons into bones, you may find that some of them have random values in their rotations and that the rotation handles are a bit skew-wiff (like in the image posted by byronpetch). In order to "reset" the newly created bones so their rotation values all equal 0, and their handles re-align with the bones themselves, use the "Record Pivot Rotation" tool.

I have set this tool's shortcut to "e" on my machine, and use it on every bone in a model, before starting any animation. I use the up or down arrow key to cycle through the bones, and hit "e" between each arrow ( "e", arrow, "e", arrow, "e", arrow, "e", arrow, "e", arrow). You can see the thigh bone in the before/after shots, with the rotation settings that correspond when using Record Pivot Rotation.

I'm not sure which tutorial you are doing but this could be the solution, judging from the information you've given! Hope this helps!!!

Goodluck! priimate.
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