Thread

Bonesfun3 - Joint Limit setup

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Bonesfun3 - Joint Limit setup // Bugs

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Post by Tiles // May 19, 2007, 2:48am

Tiles
Total Posts: 1037
pic
One step further. Now i have skinned my mesh, added IK handlers and some locks. And wanted to adjust the joint limits.


Results in the joint doesn't reset to default when setting up the joint limit. Which means after setting up the joints limit i don't have a default posed mesh anymore.


How to reproduce


Load this scene:


http://reinerstileset.4players.de/ext/riggen5.zip


Select skeleton, click the joints limit button, select the joint at the neck, pull one of the small handlers, then release.


Shot 1. i will pull the yellow handler now.


http://reinerstileset.4players.de/ext/bonesfun3_1.jpg


Shot 2. I have pulled it to the degree of freedom i want it to have.


http://reinerstileset.4players.de/ext/bonesfun3_2.jpg


Shot 3. Now i release the handler. But instead snapping back to default the joint decides to snap to another pose.


http://reinerstileset.4players.de/ext/bonesfun3_3.jpg

Post by tomasb // May 19, 2007, 10:40am

tomasb
Total Posts: 261
mhm. this looks like applying default pose needs to check for joint limits; when you check first image, bone is out of joint limits - and when you adjust limits for then the axis is clamped to be within limits which cause problem.


a bit unexpected workflow, but i fix it so it works correctly.

Post by Tiles // May 19, 2007, 8:41pm

Tiles
Total Posts: 1037
pic
Thanks :)


... when you check first image, bone is out of joint limits ...


Hmm, why is it even out of joint limit? Did i something wrong while building the skeleton? Shouldn't it be in joint limit when building skeleton?
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