Maya Animation :: How To Fix Bone Rotation Orientation

Jan 4, 2011

I did the bones, but as you can see in the picture, the rotation not along the bone, is according to xyz, might be because i freeze them?

How can i rotate the bone accordingly? is there a way to rotate it local, and global like in Softimage?

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Maya Animation :: Why Joint Orientation / Rotational Axis After Rotating Bone / Freezing Transformation

Nov 21, 2013

I want to know after rigging why should i orient joint in the attribute editor using the channel "joint orientation". Because i can easily fix the rotational axis after rotating the bone and freezing transformation.

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3ds Max Animation :: Lock Rotation Axis For IK Bone System?

Aug 23, 2013

I've created a mech robot and now I want to create a rig for it. But the problem is, that none of the joints are 'ball and socket joints'. So the joints can only rotate in one dimension, like a typical mechanical joint. My first solution was simply locking two out of three rotation axis for the bones and this works fine for FK animation. For IK animation however, it doesn't work. The locks are simply ignored.Is there any way to lock a rotation axis for an IK bone system?

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Maya Animation :: How To Add Bone In After Binding

Jun 7, 2011

I have already done a smooth bind on my mesh and painted weight maps. But then I realized I need to add a bone into the joint chain. It is on an extremity. Is there a way to add a bone in after binding without having to unbind and redo weightmaps?

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Maya Animation :: Control Curves Rotation Axis Coinciding With Joint Rotation?

Jul 15, 2011

When setting up a simple FK control curve on say the wrist for example, many times the control curve isn't exactly perpendicular to the local rotation axis of the joint movement, so when we position the control curve to be perpendicular to the joint - it has a rotational value added, but the rotational handles are lines up with the rotational handles of the joint that we want to move.

Freeze Transformations: then the control curves rotational handle go back to being skewed (out of alignment with the joints)

We want to Freeze transformations before constraining the curve, but we'd really to keep those rotations control handles to remain aligned with the joints rotational handles. This will make it an exact control when animating - grab the rotational handle of the curve, rotate it, and the joint will move exactly in the proper direction.

how to get the rotational handle of any control curve to run perpendicular to the shape after freezing transformations?

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Maya Animation :: How To Keep Clusters In Alignment With Bone Rigging

Sep 9, 2011

Best way to keep clusters in alignment with bone rigging. I'm trying to parent clusters that control facial movements to the head bone of my skeleton so as when I move my character about the clusters retain there position in relationship to the face.

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Maya Animation :: 2013 - Joint Tool Bone Radius Won't Change?

Aug 13, 2012

I am trying to rig a character, and when I place the bones with the joint toot they are very small. So I went into the tool settings and upsized the radius for all of the types of bones. But then when I go to make the bone again it is still the same small size.

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3ds Max Animation :: Oxygen Mask - Constrain End Of Pipe Bone To Possibly Rib Cage Bone

May 4, 2011

I have a figure with an oxygen mask attached to his face and an air pipe leading from the mask to a tank on his chest. I've added bones coming from the head for the mask and pipe and I need to fix the bone at the end of the pipe to the tank so that when he moves his head the pipe flexs but the end doesn't move from the tank. Hopefully that is clear

Is there a way to constrain the end of the pipe bone to possibly the rib cage bone? So they move together? With the pipe being flexible in between.

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Maya Animation :: Skin Conversion To Muscle System Without Converting Every Single Joint To Polygon Bone Object

Nov 10, 2011

Any way to do the skin conversion to muscle system WITHOUT converting every single joint to a polygon bone object. I'd prefer to manually create the muscle bone objects from only the joints I plan to use for the muscle system, and then do the skin conversion using only those joints already converted. Basically, I only need a few muscles in this system and therefore only need a few polygon bone objects, but as far I can tell, there is only one way to do the skin conversion and it automatically converts every joint that the skin is attached to.

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Maya Animation :: Finger SDK Rotation

Sep 30, 2011

I set up SDKs on my character's fingers. Everything was working fine. Fingers rotated properly from the open hand "0" position to a closed fist at the "10" position. I have the hand set up as the Driver and the fingers as the driven.

I then wanted my IK arm to work in FK, so I went into my attribute editor for IK pole vector constraint and checked on "IK/FK Control". I did a few rotations of the elbow joint and everything seemed fine.

I then went back to do some work on my hand, and when I when to change the values in my channel box to get the hand to clench, the fingers did not rotate into a fist, but rather went in all directions.

I can get the hand to work correctly intermittently (when I go back to the bind pose), so I know the correct rotation information is there. I have tried deleting history and making sure translations are not set on the hand. Would this be a gimbal or a local vs. global orientation problem?

Also, a side question: I noticed that when I built the SDKs for the fingers, I had numerous "blendWeights" created. Are these weights involved with moving the fingers between the minimum and the maximum values you set in the SDK set-up process?

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Maya Animation :: Changing Rotation On Object?

Feb 6, 2011

I have an object that I want to rotate different.... not sure how to explain, it, but you can tell what I want by looking at the screenshot attached. I want the rotate to align with the cylinder. I've tried reset transformations, and the home key to move the pivot. I've also tried the different settings for the rotate settings and nothing is changing this angle. Is there a way to manually set this?

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Maya Animation :: Rotation Of The Ball Into Direction Of Translation?

Sep 4, 2010

I am animating a ball right now, that is rolling all over the place. Would be cool to animate just the translation of an object and not to worry about rotation. Is there a way? Like.. through the expressions or set driven key? Also would be even better if rotation speed increased as the movement speed did.

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Maya Animation :: IK Handle - Rotation Limits On Joints?

Jul 13, 2013

I have set rotation limits on all  of my joints in a rig.  But when I move the Ik handle, the joints all rotate in however they want.

What can I do to make it so that when I move the IK handle, the joints are constrained to their individual limits?

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Maya Animation :: Parented Objects Deforming On Rotation?

Feb 19, 2012

I used to be able to create quick a makeshift skeleton for things like robots by parenting the objects that make up the robot to each other hierarchically. But the past few times I've tried to do the same thing, the child objects deform in weird ways when I rotate the parent. I looked and found a few references to this in forums, but not a single solution. The idea of going through and setting up either a proper skeleton, or parenting everything to group objects seems unnecessarily complex and frustrating when there was a simple solution before.

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Maya Animation :: Local Rotation Axis Display?

May 31, 2013

For some reason some of the joints in my character rig are displaying their local rotation axis and I am unable to turn them off. The usual Display>Transform Display>Local Rotation Axis doesn't do it. This doesn't apply to all joints, just some. This is very frustrating as it causes real clutter when rigging.

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Maya Animation :: Setting Rotation Axis Of Object?

Jan 1, 2011

I am busy working on rigging a character ( See attachment) to the best of my abilities and am running into some issues:

I have made a nurbs curve object which I intend to use as a controller in my rig, I have however modeled my character with his arms in a 45 degree angle so I snapped this particular object to the wrist and aligned it with the geometry...here comes the fun part , because it is a controller I wanted to have a clean channelbox zo I froze transformations which neatly sets every channel to 0, it also snaps the local axis to a world pivot orientation....

I went in componentmode pressed the question mark thingy and thought it was working..but it still alters the values in the channelbox.

I basically want the same rotation axes editing capabilities as I have with joints, I will try fiddling with that next, but I can't believe that this can't be solved any simpler.

See the image in the attachment

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Maya Animation :: How To Adjust Rotation Axis Of A Joint

Oct 18, 2010

how do you adjust the rotation axis of a joint. Attached is what am talking about.

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Maya Animation :: Animating Rotation Of IBL Dome Doesn't Render

Apr 22, 2011

When I set up the Image based lighting in Mental Ray, and key the dome that is created to rotate in a animation, it is clearly rotating in the viewport, and when I render individual frames, it works, but when I batch render (confirming that the render range is set correctly) it renders each frame with the dome in the same position.

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Maya Animation :: Human IK Effector Rotation Keys Only Flat?

Aug 28, 2012

I am having trouble with setting rotation to other then linear for the IK Controls, the FKs work fine. Is this some limitation, or option that I am missing ? Also, the keys are displayed as diamonds instead of the usual squares, so I guess there is some lock which I cannot find.

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Maya Animation :: 2011 - Adjusting Local Rotation Axis Individually?

Oct 1, 2010

So perhaps I'm missing something blindingly obvious, but in previous versions of Maya, I've been able to simply hit F8 and check the '?' icon to be able to go in and individually rotate Local Rotation Axis to be the way I want.

For some reason I cannot find how to do this now in 2011? I've only been able to do them using the auto-tool.

Looking for the steps I need to take to be able to manipulate the local rotation axis individually as I have in the past now?

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Maya Animation :: Control Rig Forcing Rotation Key Tangents To Linear Button

May 6, 2011

1. Windows/Animation Editors/HumanIK/Skeleton Generator - Generate Skeleton
2. Create control rig for it.
3. Set keys to rotate shoulder down and back.

Keys are linear by default and cannot be changed, except to "stepped". Clicking Spline, Auto, etc. Doesn't change anything. Works fine on translation curves. URL....I accidentally check the "force FIK curves to linear" button? It's totally killing our animation pipeline.

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Maya Animation :: Move Files - Specify Rotation And Translation Of Object Using Text File Full Of Numbers?

Jan 7, 2011

My current goal is to specify the rotation and translation of an object using a text file full of numbers. I have been told that I should import a "move" file. However, I can't seem to find any kind of reference about the move file format or how to use it. I see in the import dialog box that there is a file type called "move" but I don't know how to format the data that I put into the "move" file.

Also, I tried to export a "move" file so I could take a look at what Maya generates, but I keep getting the error "// Error: Could not save file "C:/My Documents/maya/projects/body_in_ocean/scenes/examplemove.mov".

I created a group with my object in one file, referenced it in my working file, moved the group around and set some keys in the working file, but I can't seem to export any move data. How to get this to work?

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Maya Animation :: End Joint Not Matching To Parent Joint (orientation)

Jun 19, 2013

In maya 2012 n 13...the end joint not matching to parent joint...

after creating leg joints are spine joints...we set the orientation of joints..but last joint wil put NONE in option box right....after applying this the end joint orientation still in world axis instead of parent joint..

is this bug are is there any other option(other then jointOrientaion in the joint attributes)..

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3ds Max Animation :: Transfer Weight Map Between Bone

Jan 29, 2013

I have an old figure that is high poly and skinned to a bone skeleton. I want to rig it to a CAT rig for some of its quick animation features. Ultimately I want to be able to export the model into UDK to learn 3d demonstration and game development.

I have aligned a CAT rig to match the bones of the old figure. If I select and link the bones to the respective bones in CAT rig I can get the figure to animate perfectly and quickly, but when I export to the UDK through FBX the figure is severely distorted. I've found that the old rig needed to match the rotational axis order to the new CAT rig bones which worked a little on several of the limbs, but the initial translation of each bone does not get transferred giving an offset to the bones that still distorts the figure.

I want to rig the character with the CAT, but the figure uses painted vertex weights. I could spend an immense amount of time to try and replicate the quality done by the vertex weights, but if there is a tool or script that could speed up the process. I am looking for a tool that would be able to transfer vertex weights between bones. Ideally I'm looking for a workflow like so

1. Load figure
2. Add CAT bones to skin
3. Edit envelopes
4. Select bones or vertexes to copy
5. Copy vertex weights
6. Select bone destination
7. Paste vertex weights

The paste should then delete the influence on the original bone to complete the process.

I've seen something very similar to what I've been needing from this artist that goes by the name of Sun Dawei. A search for "Dawei Sun transfer vertex skin weight" minus the quotes gives you a video that would visually show the process I'm looking for. I don't know the policy on putting links for videos that I don't own so I won't put the actual link here.

I would like the script that Sun Dawei developed, but I could not find a download for it. He might have wanted to keep his work private, so I'll respect that.

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3ds Max Animation :: Modifying Bone Size In A Biped?

Jan 24, 2014

I have created a model of an alien, and I wish to rig it upto a biped. The reason I would like to be rigged to a biped opposed from using bones is because I wish to apply motion capture files to the biped from iPi Mocap. 
 
However, the problem I am having at the moment is that because my model is an unorthodox shape, and does not follow the figure of a human, is how do I modify and change the sizes of each individual bone? I've tried using the scale tool on the bones to no avail, as well as searching through the options. Are there values I can change to make them bigger?
 
In the picture I have attached, you can see that the hip on the biped, is significantly higher than the model, meaning that when it comes time to skin the model, it'll think that the aliens body are part of the legs. 

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3ds Max Animation :: Create A Bone System That Uses Meshes

Jun 23, 2012

I currently have a model made of a few different meshes (head, body, upper/lower arms etc...) which I have linked together. I primarily animated by rotating the joints of the model, but it just isn't cutting it anymore.

Is there anyway I can create a bone system that uses the meshes as the "bones"? I'd like to be able to do that so I can change the models for every part of the robot seperately in my game by changing the mesh associated with the bone. I've tried searching google and youtube but I'm not really sure what to search for.

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3ds Max Animation :: Rigging Character Using Bone Systems

Apr 2, 2013

I am having trouble rigging my character using the bone systems in 3 ds max. I boned out the front leg and cloned the bones for the other front leg, and that went well. the problem came when i tried to create the bones for the back legs. When i try to make the bones, they will only go on the x and y axis. I think the z axis is constrained somehow.

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3ds Max Animation :: Bone Wrong Length After Rigging?

Mar 1, 2014

I made and rigged some bones to animate a mech a modelled. However, after rigging I realised that one of the bones was too short, effectively making the 'thigh' pivot around an area lower than the 'hip'.
 
Is there a way of lengthening the bone, or do I have to delete it all and start again?

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3ds Max Animation :: Keyframe - Bone Twisting Gone Wrong

Jan 10, 2014

So i was skinning my 3d model and when i started keyframing different leg poses this is what happened to my bones in the leg.
 
How do fix this without really having to reskin the whole model

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3ds Max Animation :: Simple Scale A Root Bone?

Mar 8, 2011

I have the situation in the attachment photo.

I want simply scale the root of the hand skeleton, but if i use "scale" it scales also the cildren...

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3ds Max Animation :: Rigging Bone To Stay Centered Between Hands

Oct 9, 2013

I am currently working on a project that requires me to keep an object centered between a biped's hands (like a floating fireball or a box). I need to be able to move the hands around and keep the bone averaged between them. The position and rotation need to be averaged for the bone, but not scale.

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