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.
Rotating with parent compensation - KineFX
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- sniegockiszymon
- Member
- 71 posts
- Joined: 6月 2022
- オフライン
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.
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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- edward
- Member
- 8053 posts
- Joined: 7月 2005
- オフライン
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- tamte
- Member
- 9247 posts
- Joined: 7月 2007
- オンライン
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
CG Supervisor
Framestore, NY
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