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Biped Thigh twist joints
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  • Location: Eugene, Oregon
  • Total Posts: 74
  • Joined: 26 August 2006 02:43 AM

I have an upper thigh twist on my character, which i assigned in the twist section of the character definition. However when i translate the foot control the calf section which should be skinned to the calf bone, is off in a different direction. When i remove the bones from the defintion it works fine, but i cant fix it like the upper arm twist by assigning an parent constraint to them.

Is there any way to get motion builder to interpret this leg correctly? I would just remove the bones but it resets all of my custom effectors rotation axes, which i am not interested in remaking again.

Any help is appreciated.

Thanks



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is it only that leg, the other side is working correctly?



Brad Clark
Co-Founder: Rigging Dojo-Teaching the art and science of character rigging
Author: Inspired 3D Advanced Rigging
The Character Animator Toolkit for Motionbuilder :available now:

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The other leg is doing the same thing.



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is the blue object skinned or just parented? Seems like a gimble issue. check the rotation orders.



Brad Clark
Co-Founder: Rigging Dojo-Teaching the art and science of character rigging
Author: Inspired 3D Advanced Rigging
The Character Animator Toolkit for Motionbuilder :available now:

Replies: 0
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The Blue object is skinned the the calf bone, it does look like messing with rotation order is affecting it, but none in a better way. I tried placing pre-rotations but that isnt making it better either.

Hmm any other ideas?



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not with out the file. sorry.



Brad Clark
Co-Founder: Rigging Dojo-Teaching the art and science of character rigging
Author: Inspired 3D Advanced Rigging
The Character Animator Toolkit for Motionbuilder :available now:

Replies: 0