Rotating with parent compensation - KineFX

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Joined: 6月 2022
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Hey, I made rig like this and Im wondering how to apply twist rotation but without this "inherited twist". I dont know how to describe this in words. I want to twist without affecting previous bend direction.

I made a "stupid" workaround by deleting the stem prim, so my horizontal lines are not parented. However, I don’t know how to rotate in KineFX without this parent relationship, so I wouldn’t have to delete part of my rig.

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It's not clear to me what you're trying to accomplish. Rotating @localtransform will rotate the pre-existing local transform relative to its parent. If you don't want that, then I think will need to multiply the rotation with parent's inverse world transform.
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use world space transform instead of local altogether

float mask = fit( f@curveu, chf("min_u"), chf("max_u"), 0, 1 );
mask = chramp( "u_ramp", mask );
float angle =  fit01( mask, chf("min_angle"), chf("max_angle") );

prerotate( 3@transform, radians( angle ), {0,0,1} );
Edited by tamte - 2025年8月25日 22:12:20
Tomas Slancik
CG Supervisor
Framestore, NY
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