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Old 13-08-2004, 05:26 AM   #1
Bendezium
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Default Need help setting up a Biped Rig

Hey guys I need a big favor here. Everyone has been so helpful and I'm not sure if this is asking too much. I followed so many tutorials and I just cant get my skelton's pivot points set up right.

The bones in this leg go down like so Hip-Thigh-Calve-Foot-Toe. Hip is not parented to anything. This all the pivot directions after converting the skelegons.



Then I RPR the Hip and the arrows line up with the bone.
Then I RPR the Thight and he takes a step back



If I continue down the line RPR then the leg ends up all out of wack.


Please help me out guys.
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Old 14-08-2004, 03:33 AM   #2
MeanPi2
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What does 'RPR' mean? And are you converting to bones from Skelegons or drawing them out in layout?
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Old 14-08-2004, 05:29 PM   #3
Bendezium
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I saw people abreviating Record Pivot Rotation as RPR in some other tutorials. I drew my skelegons in modeler then converted. I drew them in the top viewport in modeler.
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Old 15-08-2004, 03:20 AM   #4
MeanPi2
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Ah, ok. Not that its a rule or anything but where abreviations are concerned, it just seems best to type out the whole abreviation the first time then abreviate it for the rest of the message and replys. For dim-witted drunks like, say, myself.

Anyways, I know little more then some of the basics using bones, with the first actual experience of using them in July for the animation challenge on this site. So as for the below..whatever, trying to help is all..

In LW8 at least (don't know about anything else) when converting skelgons to bones in Layout the resting is automatically done. If drawn in Layout they need to be rested manually. It seems bones inheirit the rotations of the bone it's currently parented too, with the parented bone inheriting its parent and so on to the root (don't understand it all myself). Your original rotations look much better then anything I've been able to do. Try just converting your skelgons and using them like that..
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Last edited by MeanPi2; 15-08-2004 at 03:24 AM.
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Old 16-08-2004, 12:52 AM   #5
Bendezium
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Well I know that depending on what viewport you create the skelegons in modeler determines their rotation in layout so that may be part of your problem.

I thought for it to work correctly the arrows need to be pointing directly down the bone, and when I do that it all gets messed up.

Also if the bones inherit the rotation of the parent, then shouldnt they all be identicle?

Thanks for your help.
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Old 16-08-2004, 12:57 AM   #6
Bendezium
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Holy crap! I was just playing around with it and it seems that when you create a keyframe after rotating each pivot it doesnt throw the legs out. yea!
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