Joint rotations going bonkers when rigging
cobusp
Posts: 303
Hi guys. Me again. Sorry to be so annoying lately, but I am now using Carrara for modelling and animation at my new job. Exciting!
I detached one of the Poser character's skeleton in Carrara so that I could edit the mesh (it works when exporting to Collada format)
But after re-attaching the skeleton,. the joint rotations have changed. See the image: the hand's Z-rotation does not line up with the bone anymore. The same goes for all the finger joints as well!
Is there any way to fix this easily?
rotation.jpg
800 x 739 - 98K
Comments
Hi cobusp.
Detaching the skeleton from a Poser import converts the models mesh to Carrara native setup. Some of the imported features like conforming clothing, joint controlled morphs and possibly some bone setups(etc.) will be lost in the conversion. Detaching any skeleton also resets the weight maps.
Hi and thanks, I noticed that the weight maps were also lost. I sjust wish it were possible to correct those joint rotations without having to redo the whole skeleton.
Have you tried changing the constraints or using the Orient Joint command under the Animation menu?
Can't you edit the mesh without detaching the skeleton? I think I read about issues with Genesis, but I don't know about the Gen 4 figures. I don't have C8.5 so I can't test.
Hi EP.
You can edit a Poser import posed mesh for poke through using morphs with the Pro version of C8, but the tools to edit a meshes topology are still greyed out(protected). Detaching the skeleton is the only way(afaik) to change the topology. As mentioned though, it breaks the Poser import features.