CHOP suey Soup

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Hey Guys,

I seem to have bitten off more than I can chew as far as characters and Chops go, Could really use some help here.
I have a pretty straightforward simple character setup, reverse foot, Ik arms etc. I've done some animation about 200 frames and I want to sequence this with another clip i'm animating in another file.

The problem is the transform spaces of the control nulls are all out of whack, meaning if I fetch the translate channels in chops and apply a trasform chop and move say 5 units in x, One foot(mirrored) goes -ve x while the other goes +ve, the hand goals go in the +ve z direction and the ik twist effectors go in opposite directions too…aaargh!
Is there ANY way I can fix this without destroying the animation,( pre-transform, clean transform, any-transform)

I thought of trying to extract the rotations of the bones and applying this to a fresh rig that doesn't have ik but wanted to check first if this is possible and how i should go about doing it if at all its the last resort

Any and All help appreciated

Thanks
tallkien
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I replied over at odforce:
http://odforce.net/forum/index.php?act=ST&f=18&t=1495&s=5bead0424e0ae3351ed5c40468f08254 [odforce.net]
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**Mirror Operation RFE?**


Hey SESI

I hope I was clear with the problem stated above, anyway the mirror operation causes the transforms of the object to flip as well. which means any channels created are going in the reverse direction for one channel on one side of a heirarchy. Which is fine for most animation, but as I just found out it pretty much renders the Transform CHOP useless(at least not without a lot of corrective work) on an IK/Fk character.

Extracting Pre-Transform fixes this but also rotates 180 deg and scales -1

Could we please have a button or pop-up option that would Extract, Reset and Clean unnecessary Pre-Transforms while mirroring objects so that at least objects in World space behave consistently? or if someone knows the right way to do this please do share

Thanks
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