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History
Created: | 12/20/2009 |
Last Modified: | 12/10/2022 |
File Size: | 132 KB |
Bugs (53 reported) Help make this item even better. Your bug reports are appreciated!
Click here to report a bugBugs
flipping forearm ...
Status | closed |
---|---|
Priority | medium |
Date | 07/25/2011 |
Submitted by | eallin |
im facing problem with flipping forearm(*lForearmJ) joint in IK mode, its rotateX channel is simply connected to *_lWristJG1.rotate channel and here problem occurs. In my opinion when you use not just connection but orient constraint with No Flip, or maybe Average(NOT Shortest) interpolation type it will remove this problem.
This problem occurs when moving IK handle close to body and rotating it in several axes at once in result.
I can repair this problem with explicit controll of forearm joint with the handle, but method mention above would speed up the process of char. setup. :)
Thanks,
Josef Kasal
Comments on this bug:
-
Dustin Nelson said over 13 years ago:
Hi Josef, Good find! I hadn't come across that yet. I have created a hotfix that is an improvement to the issue you are having. That way you won't have to re-rig your character to see if the change works. There can still be some flipping if the arm is twisted into some really extreme positions. Constraints are extremely frustrating for this very reason, so I try to use direct connections as much as possible. They calculate faster, and have the benefit of never flipping. The flipping is caused by constraints that are flipping on nodes that connect down to the forearm. Sometimes with constraints, it is like chasing the problem in circles. You fix it one place, and it pops up somewhere else. I made a couple changes to the rotation orders, and it seems to be an improvement. To use the hotfix, select the top group node of the rig (this should be the node that has the name that you gave the rig). Next, copy and paste the following code into the command line or script editor: //START $rig = `ls -sl`; $ident = `getAttr {$rig[0] + ".identification"}`; if {$ident == 1122} { setAttr {$rig[0] + "_lWristJIKDummy.rotateOrder"} 1; setAttr {$rig[0] + "_lWristJIKDummyG1.rotateOrder"} 1; setAttr {$rig[0] + "_rWristJIKDummy.rotateOrder"} 1; setAttr {$rig[0] + "_rWristJIKDummyG1.rotateOrder"} 1; } else {warning "YOU MUST SELECT THE GROUP NODE AT THE TOP OF THE RIG HIERARCHY";} //END Then hit enter/return. If you could try this out on your rig, and let me know how it works for you, I would appreciate it. Thanks Josef! Dustin -
eallin said over 13 years ago:
Hi Dustin, your method works well but I reoriented these nodes you mentioned manually. :) Maybe I forgot something or made something wrong but never run your script well. Anyway: thank you for short and efficient solution. I used constraint because in this case it is connecting just two nodes directly, not weighting two nodes between themselves to third one(this is the problem you are talking about when some problem is solved in one place and appears somewhere else). And just last question: when I am adapting your rig I face sometimes really weird problems with set driven keys. I dont know if you met this already but sometimes when you set driven key when driving for example corrective blendShape node with joint involving in skin cluster, when setting driven key the rig(in this concrete case FK handle of the arm of character) is loosing controll of skeletal system and produces really weird rotations, etc. ... and when I delete the set driven key, the problem immediatelly dissappears. BUT: when you make whole process not on skinned joint but the joints driving this skinned joint(independently IK and FK joint for shoulder) and then weight that set driven key between these two joints based on blendColours node and multipleDivide nodes(two of them: each led form FK and IK joint), the problem doesnt occur. In other words: when you use this technology explicitly, Maya has problems but when implicitly through IK/FK weighing, all is going well ... But all this is just minor problem and doesn't coincide with Rapid Rig. :) Josef -
Dustin Nelson said over 13 years ago:
That is really strange, so if I understand you correctly, if you use the shoulder joint (for example) as the driver of your SDK, the FK shoulder control loses its influence over the shoulder joint? It sounds like you have a pretty good understanding of rigging, so this may sound like a silly question, but you are making sure the joint is the driver, and not what is being driven? -
eallin said over 13 years ago:
Exactly. Shoulder joint is driving the SDK. It is enough to key it first in reset position through SDK gui and problem starts. Words: "loosing controll" are meant not absolutelly, but shoulder joint behaves something like with "delay" after its controll. For example you rotate your controll about some angle(it works), then you want to reset it and go back to zero values and joint is still rotated in last angle before "zeroing" controll's values. My rigging knowledge is long lasting so I have really rich expirience on this field, but im bad in scripting so i am making stuff by painfull hand made way. So your rapid rig is helping me very, very much as a solid, stable and really good base so I can add many features without repeating base parts again and again. btw: Maya has many unbelievable things to solve :) -
eallin said over 13 years ago:
By the way, I'd like to send you some work of our animatros so you can see your Rapid Rig in the result. It is still confidental, so when I send something it will be watermarked or something like that. In my opinion it is really good work. I will try to persuade our production manager to let me send you something. :) -
Dustin Nelson said over 13 years ago:
That is so strange. It would be great if you could send me a file with your issue. Along with anything else you would like to show me. It's always great seeing my rig put to use. If you want, check out the facebook page linked in the description to see a few other pieces that have used my rig as well. You can email it to dustin(at)rapidrig(dot)com. -
eallin said over 13 years ago:
Yes, thas is ... and a top of it, I cant reproduce the problem anymore. I really dont know how to get to it again. Maybe I will find some "issued" scene ... I repaired all stuff with blendColours and multipleDivide utilities already. But maybe it was caused by "too long time running in the memory", because sometimes Maya is producing really weird results(as I wrote already, for example with particle dynamics where it is enough to resteart the computer and all problems are gone). -
Dustin Nelson said over 13 years ago:
Ah yeah, Maya can do that. Sometimes you can be beating your head against a wall with an issue, and all it really needs is a restart or something. -
Dustin Nelson said over 12 years ago:
In version 1.4.9, it has the proper rotation orders, so there is no longer a need to hotfix the rig anymore. Dustin
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