Rigging Question: Joint at angle - SOLVED!!
Diomede
Posts: 15,165
Aargh. I have to do the rigging over for a couple of figures because the mesh does not have the joints at right angles. Is there a way to change the center of axes for joints relative to the "world"?
For example, this figure is modeled such that the elbow is slightly bent so that a joint that is aligned to the "world" Y axis does not quite align with the mesh of the forearm. I've tried turning on CAPSLOCK and a couple of other ideas, but nothing I have thought of works.
EDIT: my post and the attached image should be labeled X axis, not Y axis. Same point being made.
SS01 RIGGING QUESTION b.jpg
1828 x 1022 - 608K
Post edited by Diomede on
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Here is a closeup of the fingers. Maybe you can see the problem more clearly here. I have selected a knuckle on the index finger. I have the rotate tool on. See how the X Y Z rotation circles are aligned to the "world" and not to the finger?
Solved
OK, fell victim to RTFM.
Don't use the CAPSLOCK such as changing hot points.
Instead, turn on the Lock Child tool in the top menu in the Assemble room. This will fix the parent and children bones/joints in place. Then, select the joint of the bone that you want to align. Select the rotation tool. Rotate the joint as desired. Unclick the Lock Child icon.
ah the Carrara manual, I myself forget to consult it so often and indeed never knew this either
it may even hold the answer to something that bugs me endlessly exporting Carrara rigging, duplicating bones and then making them unique.
I think I need to go through some exercises and tutorials again. I'm forgetting things that I use to have a good handle on.
Happens to us all!