autorig arm rotation problem
2216 8 2- seifdune
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am getting extra values when rotating arms and this lead to weird animation result, the movement of the arm don't look right.
When rotating using the y-axis up and down i get clean result. but when rotating the x-axis am getting values in all three axis(x,y,z) which give weird movement of arm back and forth.
When rotating using the y-axis up and down i get clean result. but when rotating the x-axis am getting values in all three axis(x,y,z) which give weird movement of arm back and forth.
Edited by seifdune - 2017年10月27日 17:30:42
- seifdune
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- friedasparagus
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Hi seifdune,
This is all normal behaviour, what's happening here is Houdini is performing some calculations behind the scenes to generate the proper rotate values… How this behaves is also dependent on rotation order, in the case of this control it looks like it will be RzRxRy (the same as the default rotation order for bones). If you want see a contrast to how the rotate handle normally works, try RMB clicking on the handle and select ‘Gimbal Mode’, this will preserve the orientation of the individual axes, but you can also see it makes certain kinds of manipulation tricky.
Long story short - don't panic! All is well.
This is all normal behaviour, what's happening here is Houdini is performing some calculations behind the scenes to generate the proper rotate values… How this behaves is also dependent on rotation order, in the case of this control it looks like it will be RzRxRy (the same as the default rotation order for bones). If you want see a contrast to how the rotate handle normally works, try RMB clicking on the handle and select ‘Gimbal Mode’, this will preserve the orientation of the individual axes, but you can also see it makes certain kinds of manipulation tricky.
Long story short - don't panic! All is well.
Henry Dean
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- matthias_k
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- seifdune
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- matthias_k
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- friedasparagus
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Ah! Many apologies, I didn't understand the problem properly
Yes, this setup isn't serving your case very well at all, as bringing the arm to the side is robbing you of an axis to do the swing with. This is to do with the rotation order on the upper arm, changing this to RxRyRz for example gives you a much cleaner result.
So, it looks like this should be changed to RxRyRz by default, or possibly having an option to switch rotate order… I am struggling to think of when another order might be needed, but then you never can until you need one
I ended up adding a rotate order parm to the left arm of your character, you can find it under the ‘Left Arm’ -> ‘Controls’ tab. Try changing it to xyz instead of the default zyx, it should behave more like you want.
Cheers,
Henry
Yes, this setup isn't serving your case very well at all, as bringing the arm to the side is robbing you of an axis to do the swing with. This is to do with the rotation order on the upper arm, changing this to RxRyRz for example gives you a much cleaner result.
So, it looks like this should be changed to RxRyRz by default, or possibly having an option to switch rotate order… I am struggling to think of when another order might be needed, but then you never can until you need one
I ended up adding a rotate order parm to the left arm of your character, you can find it under the ‘Left Arm’ -> ‘Controls’ tab. Try changing it to xyz instead of the default zyx, it should behave more like you want.
Cheers,
Henry
Henry Dean
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