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Hi all,
I am currently in the middle of rigging a leg with an KF/IK switch, following a tutorail from the book "Body Language". After creating the control curves for the FK joint chain it tells you to "Orient the controls so that the X-axis runs down the joint, the Z-axis is bending and the Y-axis is side to side rotation"
I've tried to achieve this by point and orient constraining the curve to the joint (then deleting them) and altering the rotation axis so it sits at 90° to the joint. This doesn't work!
I've had a look at their completed model that accompanies the book, and they have managed it.
Seen a post on creative cow that says go into component mode, click the "?" on the top menu bar and you should be able to rotate the pivot point from there - no joy.
Does anybody have any ideas??
Cheers!
If I understand the question correctly, you are trying to get the controls to match the joints.
I can't really tell what its doing to help. But it could be either local rotation axis(LRA) or rotation orders.
More info would help.
You can parent your controllers shape node to the joint itself, that way the controller acts as a direct selection of the joint. Which means the controller doesn't have its own axis, you are directly controlling the joints axis.
Make sure theres no history on your controller (Freeze transforms), select it, parent it to your joint. Then select the controller once again but this time hit down arrow to select its shape node, ctrl select your joint then type in your command line "parent -relative -shape"
The only downside to this is that it makes the controller to joint organisation a bit messy.
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