Hi all,
Well after a discussion with Mike yesterday i decided to add IK FK controls for the characters arms. There were a few hicups along the way, Maya apparently doesn't like to keep the rotations of groups or nurbs curves when frozen and immediately reverts back to its default LRA (local rotation axis) when done so. This meant when orient constraining joints there was a massive offset applied to compensate for the difference. and when you blend between constraints with different offsets the joint chain rotates all over the shop.
 So the solution to this was to use joints instead of groups or nurbs controllers to orient constraint my fk chain. I then parented these control joints to the control curves and walla, no flipping or massive offset values to deal with :D
So the solution to this was to use joints instead of groups or nurbs controllers to orient constraint my fk chain. I then parented these control joints to the control curves and walla, no flipping or massive offset values to deal with :D

 
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