25-05-2005, 09:35 AM | #1 |
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rotation handles in wrong direction
well im still working my way through a character rigging tutorial and getting as confused as ever.
For some reason some of my rotation handles are pointing in the wrong direction (see image). Im sure this is a simple question but having virtually no experience in character set ups ive no idea how to correct this. The banking should be in line with the leg and the heading should point forwards. It makes no difference if I set the coordinate system to parent or local. Thanks Matt P |
15-06-2005, 04:44 PM | #2 |
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not 100% sure
Im new to lightwave also im only 14 so i dont have much experiance this has happend to me before to but i dont know how to fix it but i think it has to do with what view your in when you put in the skelegon but i would not take my word for it i would wait till someone with more xp replys to this thread
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15-06-2005, 05:03 PM | #3 |
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Hi,
Thanks for that, From what other people have told me I think your correct. Ive started from scratch on another tutorial with that in mind. Matt P |
21-06-2005, 10:40 AM | #4 |
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Ive been working a bit with this, and the current solution I've come with is to lay out all skelegons in top view, then the handles seems to be in the right direction.. there probably is some more sophisticated rules on how to work with this?
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21-06-2005, 10:44 AM | #5 |
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Thank You,
Ill give that a try. MP |
22-06-2005, 11:04 AM | #6 |
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I'm also a newbie here, but I just did this tutorial, and I seem to recognize the problem.
Are you sure you keyframed the bone in it's rest position? I had a similar problem and that solved it. Philip does it a few times aswell in the tutorial. just guessing..... Last edited by admiralbcd; 22-06-2005 at 11:16 AM. |
22-06-2005, 11:57 AM | #7 |
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Ah yes thats a good point. thank you. Ive actually started a new tutorial now. Not that there was anything wrong with the one I was doing but I just got in a bit of a mess with it and felt I needed to start from scratch.
Itll be useful for me to consider all of these points in the new tutorial. Thanks MP |
22-06-2005, 02:16 PM | #8 |
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It could also help to switch off autokeyframe !
That one gave me some headaches :headbang: |
23-06-2005, 08:26 AM | #9 |
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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. |
23-06-2005, 08:42 AM | #10 |
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Many thanks for that detailed description. Its becoming clearer by the day.
MP |
23-06-2005, 09:26 AM | #11 |
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That was incredible helpfull Priimate.. a thousand thanks
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26-06-2005, 03:06 PM | #12 |
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doh !!! record pivot rotation...offcourse, that's what philip does a few times in the tutorial...
I should think before I speak !:blush: thanks Priimate, your explanation was most helpful. That's definitely the problem I think.... didn't know about the viewport problem. |
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