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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Jan 27, 2011
I'm rigging a vehicle that doesn't quite behave like a typical train or truck trailer. And I have a question for the coupling. The rotations I want are best illustrated in the attached photo. I want to have a single axis (Y-axis) rotate where the coupling joins the cab and the trailer, and in the center of the coupling, I want to be able to rotate along the X and Z axes, but not the Y. Does that make sense?
A flexible sheathe will cover the actual coupling, so I've been using bones to try to do this which the sheathe will be skinned with. I just haven't created a rig that actually bends the way I want it to yet.
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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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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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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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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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Oct 18, 2010
how do you adjust the rotation axis of a joint. Attached is what am talking about.
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May 6, 2012
Since bipes didn't work out for me I switched to regular bones which work just fine. But now I got the problem that the calf bones right and left are starting to shrink if i rotate the joint. I have a similiar problem with the feet. If I rotate the calf the feet start to grow...
I attached two pics to show the problem. What the heck is causing this?
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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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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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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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Sep 12, 2011
How to proxy a joint?
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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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Sep 12, 2013
What I have is a Rig that has two Handles that control a joint chain each and I was wondering if there was any way to Converge both changes into the Joint in the center, because what i am trying to create is a dynamic bead loop. With it as it is the bones facing down are fine, but the ones facing upward falls to the "Floor".
Is there anyway that I can accomplish this or an easier to do this?
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Aug 8, 2013
I need to animate an object rotating around an axis, and moving away from the axis simultaneously.
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Nov 23, 2010
how to select joint hierarchy with the script
Ex : if we have 10 joints in the scene i want to select the whole hierarchy with script Or if i select 1st joint, then i want select remaining child joints with the script(listRelatives Or listConnecttion).
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Oct 2, 2012
it seems that i've got myself stuck on the eyelids. I've made a Stickman for animation training because animating interests me. After rigging the whole body and creating the face controls i bumped into a problem i just can't solve. That problem is the eyelids. I've been trying to animate the eyelids to close and to open.
Big problem = Eyes,
they are to big and stick out a lot which prevents the eyelids to close correctly. I've been wondering how they do this in movies and games where they have big eyes but the eyelids close perfectly
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May 5, 2011
In Maya, how do I do a transformation sequence. my plan is to have the character transform into a tiger human hybrid that is at least twice the size. (also its texture changes as it morphs)and can there be a bone rig that grows along with it?
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Jan 25, 2012
I am using maya 2012 32bit on windows.
I've painstakingly oriented all the joints in my human ik skeleton and then saved the file out as a backup. When I reload the file and go to component mode to view the joint orientations they are all messed up again. I've gone through this process twice with the same results.
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Jul 26, 2013
So I am trying to set up a mouth rig using joints. How would i go about smoothing my mesh, and still be able to go back and edit the joint weights without having to deal with a ridiculous amount of polygons?
[URL]....
This video kind of shows what i am looking for, the guy is editing a minecraft character rig he has. At around 4:30, you can see him editing the skin weights on a low-poly mesh, even though he tested adjusting the shape of the mouth when the geometry was in a smooth state, the video is timelapse so its very hard to tell what he did to achieve this. Note that he is also not redering in mental ray, so he is not just using smooth mesh preview.
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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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Aug 24, 2012
I have a problem with making joints in Maya 2013. When I use joint tools and try to make a chain, it won't connect and goes in random direction. I've attached the screenshot. I've just started using Maya.
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Aug 14, 2011
i am a 3ds max user but had to switch to maya for this project. I am trying to make the ctrl pivot axis to follow the bone axis but I dont know how to do it in Maya.
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Feb 7, 2011
Definition about world and local axis,What is different between both.
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Oct 26, 2010
If there is a quick easy way to spin an object, rotate it on one axis through the 360 degrees a number of times.
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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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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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Jan 9, 2013
I am making a cart that whenever you move it, it should rotate the wheels automatic. I did this using expressions. At this moment I have a code what makes the wheels spin when the cart is moved on the Z-Axel but now I want to have it work on the X-Axel as well so the cart can make turns.
This is the code I'm using on the wheels: frontwheels.rotateX = cart.translateZ*40;
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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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Jan 25, 2013
I'm rigging a shoulder pad to a biped and I'd like it to only rotate on one axis. Google hasn't been that useful, and I hope I don't need scripting for this kind of minor thing. I'm rather new to 3Ds Max Design but I'm learning fast and liking it so far!
I've attached what I want to effectively accomplish. I'm looking for a way to lock the z-axis of the object with the upper arm's z-axis.
EDIT: Reduced picture size.
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Apr 21, 2013
I am trying to write a tool using the .NET API (C#) that will allow me to select a block that currently exists in the drawing, and then select a line, and the tool would calculate the necessary axis of rotation and the amount of rotation to rotate the block into the same orientation as the line. Both the block and the line might be skewed in 3 dimensions. The use case for a tool like this might be for drawing a tubular space frame. I would first define nodes and center lines for the frame, and then have a block of a standard structural member. I want to insert that member multiple times and "snap" it to a center line. I tried using Alignment Parameters.
However, these don't seem to work in all cases. I need to (or rather, SHOULD be able to) create a tool that allows me to re-align an existing block currently inserted into the drawing into a new orientation in 3D using any arbitrary line as a reference line. Clearly this can be done because it is done all the time in Inventor. A similar feature seems to not exist in Autocad.
In order to do this I believe I need to choose some vector to use as a reference within the block. For example, I might choose the BlockReference.BlockTransform.CoordinateSystem3d.Xaxis, and then rotate this vector so that it is equal to whatever reference line I have chosen. The problem I am encountering (and that I think many have encountered) is in understanding how to use the BlockTransform correctly to arrive at the points I need to do the necessary vector calculations to determine the axis of rotation and the degree of rotation such that I can call the BlockReference.TransformBy() method correctly and reliably.
Many posts say to "Use BlockTransform" but then don't go into any detail. There seem to me many pitfalls around when one can use the BlockTransform matrix, and on which objects, and what the results are likely to be based on one's current UCS etc.
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