Logorama Part 1
Logorama Part 2
Monday, March 8, 2010
Wednesday, March 3, 2010
GETTING JOINTS TO BEHAVE!
Here's the scoop: Setting up correctly oriented skeletonsSee the video tutorials for detailed explanations
1) PLACING JOINTS
a) Place the joint in the front view
b) Reposition in the top view
2) NAME JOINTS
a) Use the cometRename script (source it if you haven’t already)
b) Or manually rename them
3) ORIENT THE JOINTS
a) Use the cometJointOrient script (source it if you haven’t already)
i. X is the aim axis
ii. Z (or Y) can be the up axis – experiment with this
b) Decide on a rotation standard
i. Ie. What does rotate up mean (eg. Positive rotation in the Y axis)
ii. What does rotate forward mean (eg. Positive rotation in the Z axis)
c) Manually adjust the joint orient to match the anatomy of the character
i. Eg. Rotate finger, clavicles etc.
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