Copyright (c) 2024
The MIT License (MIT)
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Compatibility
-
2014, 2013, 2012, 2011, 2010, 2009, 2008
Operating Systems
History
Created: | 05/05/2013 |
Last Modified: | 12/16/2016 |
File Size: | 255 KB |
Q/A
Shoulder rotation
Date: | 04/25/2014 |
---|---|
Submitted by: | conghal |
So, if I go through everything up to making a bind skeleton, the rotation order on the shoulder FK control will be a bit weird; if you rotate the arm down parellel to the body (along the Y-axis), the gimbal locks, but if I just change the rotation order for the curve (YZX seems to make the most sense to me), the shoulder still twists as it swings back and forth (as it would if it were rotated forward along Z, down along Y, and then twisting along X as it passes the body). So the problem seems to be with L_ and R_jnt_shoulder1, (if I make the skeleton visible and parent locators to all the shoulder joints I can see that one spinning as it swings back and forth). Changing its rotation order either has no effect or breaks the twist joints, and changing the rotation order for L or R_drj_shoulder1 causes R_jnt_shoulder1 and the twist joints to stop rotating along Y altogether.
I think I've found a bit of a workaround, but I haven't really played around with it enough to know if it'll break anything else. if I go into the bound skeleton and delete the shoulder's 'b_RightShoulder_parentConstraint1' (which targets R_jnt_shoulder1), and then add a new parent constraint which targets R_drj_shoulder1, it seems to be able to swing without twisting (with the control curve's rotation order changed/the IK pole vector turned on).
Hopefully that all made sense, but I can try to put together a video to show what I mean if you need me to.
Related Items:
-
"Rapid Rig: Modular" - Procedural Auto Rig 2.4.8 for Maya (maya script)
$99.00 (USD) -
"Rapid Rig: Advanced" - Auto Rig 2.3.8 for Maya (maya script)
$49.00 (USD) -
The Rigging Toolbox 2 for Maya 2.0.5 (maya script)
$35.00 (USD) -
"Rapid Rig: Poser" for Maya for Maya 2.0.9 (maya script)
$20.00 (USD) -
Human Character Rig in 1 minute (skeleton, rig & bind skin in 1 minute) 3.1.0 for Maya (maya script)
$25.00 (USD) -
Bird Rig 3D Model
$7.00 (USD)
Replies to this question:
Nick Dupree said over 10 years ago:
conghal said over 10 years ago:
Nick Dupree said over 10 years ago:
conghal said over 10 years ago: