Important questions about bone rotations on frame 0!
Posted: Mon Jun 30, 2008 8:41 pm
This is a very important question that pertains to many of my scripts. How do you assign bone rotations on frame 0?
Do you just use the bone rotation tool?
Do you type in values?
If you create a symetrical bone rig for a character (front view left right matching bones) do you assign negative values for opposite bones (90, -90) or do you use the opposite value within 0-360 (90, 270)?
These are critical questions. I type values in on frame 0 sometimes, sometimes I use the rotation tool.
My flip bones script uses negative values for opposite bones... which now I think is incorrect.
On frame 0 no negative values are allowed for rotations of bones. If you type them in they are used, but if you touch that bone with the rotation tool it immediately reverts to a value with 0-360.
I was not aware of this. I incorrectly assumed that rotation values on frame 0 were identical to other frames... They are not.
I am fixing my flip bone script (simple fix) to eliminate potential problems
-vern
Do you just use the bone rotation tool?
Do you type in values?
If you create a symetrical bone rig for a character (front view left right matching bones) do you assign negative values for opposite bones (90, -90) or do you use the opposite value within 0-360 (90, 270)?
These are critical questions. I type values in on frame 0 sometimes, sometimes I use the rotation tool.
My flip bones script uses negative values for opposite bones... which now I think is incorrect.
On frame 0 no negative values are allowed for rotations of bones. If you type them in they are used, but if you touch that bone with the rotation tool it immediately reverts to a value with 0-360.
I was not aware of this. I incorrectly assumed that rotation values on frame 0 were identical to other frames... They are not.
I am fixing my flip bone script (simple fix) to eliminate potential problems
-vern