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I don't know how I did this...
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I don't know how I did this... // Tech Forum
Post by Electric Jim // Aug 6, 2008, 5:26pm
Electric Jim
Total Posts: 98
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...but I appear to have screwed up the axial rotation limits for the shoulder joints in a character on which I'm working, and I can't see how I did it or how to remedy the situation. Any suggestions/explanations would be appreciated. (Whatever the solution ends up being, I'll probably kick myself for not seeing it sooner.) :o
Please reference the three pics below, which depict the skeleton for my character's torso and left arm. My understanding of axial rotation limits is that as I rotate the joint around the bone's axis by clicking and dragging on the red arc of the navigation widget with the Dynapose Tool active, the bone should rotate enough in both directions to essentially line up the lower arm (i.e., the part of the arm beneath the elbow) with the ends of the axial rotation arc, as I indicate in the "Starting Point" pic. I verified this with a separate test skeleton I created, which exhibits the sort of behavior I expect.
But for some reason, with this skeleton, what I see is what's indicated in the "Full CW Rotation" and "Full CCW Rotation" pics: The extents of rotation in either direction don't line up with the endpoints of the indicated arc. The difference between the "Full CW" and "Full CCW" angles appears to be more-or-less correct, but there's an offset relative to the indicated arc, and I don't know how to get rid of that offset to make things line back up with the arc again.
In fact, I don't even know what I did to end up in this situation in the first place. I was using the numeric entry fields in the stack panels to tweak my rotation ranges, and maybe I entered some combination of values that isn't valid, but for the life of me I couldn't say precisely what. In any case, does anyone have any suggestions for lining my bones back up with the rotation arcs? (Or am I misunderstanding the way things should work, so that the behavior I'm seeing really is correct...?)
In case anyone wants to examine or experiment with the skeleton, I've included a zip file of the scene. As always, thanks for your time. |
Post by Igor K Handel // Aug 7, 2008, 2:02am
Igor K Handel
Total Posts: 411
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Think I know the prob... not 100%
Knocked up a short vid to show what I mean
http://www.4shared.com/file/58110430/f0edc37c/Rotations.html
Hope this helps
Cheers
IK
Ps same thing applies for rotation on any axis.
Hmm on further inspection, is it possible you are confusin the "twist" rotation IE the rotation that is centred with the bobe as the axis, and trying to use the other limits to achieve what should be done with the twist handles... just a possibilty... not sure if this is the case |
Post by Electric Jim // Aug 7, 2008, 6:17am
Electric Jim
Total Posts: 98
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Thanks for the response, and the video. I'll try looking at my problem from the angle you suggest -- i.e., having gone "beyond 360 degrees" (though for axial roation) -- and see what I can find. If worse comes to worst, I'll probably just try rebuilding the arm skeleton from scratch and proceeding from there. |
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