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Rotate bones?
show user profile  Glitcher
We're working on using bones in character animation. They work well for moving an arm in various positions, but I can't seem to do something like rotate the wrist, because a rotation on the bone doesn't affect the model. The same thing happens with the head: I can tilt it back and forth and side to side, but I can't make the model look left or right. Solution?
read 498 times
4/16/2008 7:35:09 PM (last edit: 4/16/2008 7:35:09 PM)
show user profile  $$T-bone$$
use helpers such as dummy objects. Link your bones to these.

read 493 times
4/16/2008 7:52:19 PM (last edit: 4/16/2008 7:52:19 PM)
show user profile  Dejitarujin
That doesn't make any sense... If a bone is properly rigged up and weighted and such, any movement of the bone will affect the vertices. I don't know of anything that will make it just turn off for local Z rotation.

Though I will say this: Don't forget to use a two-bone forearm configuration! It'll make rotating the wrist easier :)
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 488 times
4/16/2008 7:57:34 PM (last edit: 4/16/2008 7:57:34 PM)
show user profile  mak
sounds like a good rig to me, rotating the forearms should rotate teh wrists, there should be a twist bone in teh forearm to help with this, the head should be rotated by the neck..on both counts its just like a real skeleton
read 478 times
4/16/2008 8:23:53 PM (last edit: 4/16/2008 8:23:53 PM)
show user profile  $$T-bone$$
well, yes...the bones should rotate fine on their own but, i've found over the years that you can't rely on it all the time.
bones will get gimble locked, or they have on occasion with me in the past.
maybe you just have one of the axis' locked in the Hierarchy Panel?

read 468 times
4/16/2008 8:32:33 PM (last edit: 4/16/2008 8:32:33 PM)
show user profile  Glitcher
I'm sorry, I wasn't terribly clear in my last post. Here's a model of a leg:

The dummy is linked sequentially to the upper leg, and I have two HI Solvers: one connecting the foot to the upper leg, and one connecting the dummy to the foot. Both HI Solvers are linked to a circle spline. This allows to control the position and backwards/forwards rotation of the foot. However, I can't use this setup to rotate the foot *from side to side* (as unlikely as that sounds). Trying to rotate the foot, the dummy, the HI Solvers or the spline doesn't do anything. What can I do?
read 463 times
4/16/2008 8:39:47 PM (last edit: 4/16/2008 8:39:47 PM)
show user profile  Dave
Might I suggest just the one IK Chain, from the top of the leg to the ankle. Then apply an Orientation constraint from the Ankle IK Goal, to your circle spline controller. This is how I do my feet rigging.

This may help:

As you can see, my foot is well and truly rotated in all sorts of ways.

"I flew over Egypt once"

read 453 times
4/16/2008 9:30:52 PM (last edit: 4/16/2008 9:39:27 PM)
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