Thread

7.6 joint limit odditiy

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7.6 joint limit odditiy // Bugs

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Post by Igor K Handel // Aug 2, 2008, 4:12am

Igor K Handel
Total Posts: 411
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Currently when the twist degrees limits are set using the limits tool it alters the already defined limits in the other axis.



See attached vid for example

Filetype .swf size 5mg


You can either dload from the link or if you wait about 30 secs an option to stream appears


Cheers


IK Handel


http://www.4shared.com/file/57494436/195b85/TwistedLimit.html

Post by Jack Edwards // Aug 2, 2008, 9:26am

Jack Edwards
Total Posts: 4062
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Sure looks odd to me. I'll pass it along to the dves.

Post by Electric Jim // Aug 7, 2008, 5:44pm

Electric Jim
Total Posts: 98
Interesting observation: This issue actually is visible in the manual; compare the pictures at the top of p. 27 in Chapter 8, and look carefully at the part of the associated video (from the link on p. 28) where he adds the axial rotation arc. In both places, one can see that the envelope indicating the other rotation limits rotates as the arc is dragged out, as you (Igor) have said. (Too bad the manual and video don't draw any attention to this fact, and discuss it; it could have saved me some time experimenting. Oh well, I can't complain too much. In most respects, this part of the manual -- and the associated videos -- are quite clear and useful.)


The closest I could find to a work-around, assuming one cannot live with the effect of having the rotation envelope rotated, is to eliminate the net effect on the envelope by making the CW and CCW axial rotation limits the same (i.e., extending the arc by the same amount in both directions). This makes the rotation envelope rotate a certain amount in one direction, but then the same amount in the opposite direction, giving no net effect. (It may take a few tries to get things to balance out this way, though. It might be easier to try going through the numerical entry fields -- though doing so has its own disadvantages.)


Of course, if one needs the axial rotation limits to be asymmetrical -- i.e., if you need the joint to be allowed to rotate farther in one direction than the other -- then this work-around won't do you much good. (Maybe we'll be lucky, and this issue will get addressed in an upcoming patch.) :o

Post by Igor K Handel // Aug 7, 2008, 10:21pm

Igor K Handel
Total Posts: 411
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Jim... you are very observant I never even noticed that in the manual and vid until you mentioned it!

Yeh the symmetry option is one workaround but its fiddly and well a clunky solution doing it visually as it stands. I agree on the numeric option but it's just not... well intuitive.. not really the way the majority of TS tools flow. As you say with a bit of luck perhaps this might be addressed in the upcoming patch.. would be helpful for sure.

Jack... thanks for passing that on.

IK

Post by Electric Jim // Aug 8, 2008, 12:59am

Electric Jim
Total Posts: 98
I never would have gone back and examined the manual and videos "with a fine-toothed comb" if not for the related difficulties I've been experiencing lately -- detailed in a separate "Technical Issues" thread -- and this thread. Given the amount of time this issue ate up, I'm strongly hoping it gets addressed soon. (It really throws a monkey wrench into what is otherwise a generally pretty good workflow for rigging a character.)


...Hmmm, I almost wrote, "...for boning a character". Now I understand why the word "rig" came into use as a verb. :)

Post by Igor K Handel // Aug 8, 2008, 7:17am

Igor K Handel
Total Posts: 411
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LOL yeh at my age I will stick to "rigging"

ik
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