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good luck!it is depend on capability of controlers.b. duplicate groups then scale -1 then no freezea. duplicate groups then scale -1 then freeze2. Controlers should mirror in two ways:1. Joints should be mirrored in mode behavioralHey manMirroring in rig symetrical characters are a little tricky.
On Fri, Jan 15, 2016 at 1:31 PM, Rudi Hammad <rudih...@gmail.com> wrote:
hello,
there are 2 ways to mirror a joint. 1- using the mirror joint menu in mode behavior, or 2-creating a parent group to that joint and giving the group a negative scaling in one axis ( usually -x)
I always use the first method, but then I though that the second method has an advantage which is that you get a nice behavior in translation. In the first method, only in rotation.
I guess I never went for the second method because I don´t like negative scaling, but what the hell?? why not?
what do you think?
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sure, but if we talk only about joints, let´s say that you mirror an arm.
If you mirror in mode behavioral it is ok, but if you try to translate both arm to the front, one will go to the front, but the other will go back in the opposite direction.
if you do the mirror, by duplicating one arm, then group, and the scale -1 the group, both arms will translate in the same direction.
El viernes, 15 de enero de 2016, 11:49:41 (UTC+1), Mahmoodreza Aarabi escribió:
good luck!it is depend on capability of controlers.b. duplicate groups then scale -1 then no freezea. duplicate groups then scale -1 then freeze2. Controlers should mirror in two ways:1. Joints should be mirrored in mode behavioralHey manMirroring in rig symetrical characters are a little tricky.
On Fri, Jan 15, 2016 at 1:31 PM, Rudi Hammad <rudih...@gmail.com> wrote:
hello,
there are 2 ways to mirror a joint. 1- using the mirror joint menu in mode behavior, or 2-creating a parent group to that joint and giving the group a negative scaling in one axis ( usually -x)
I always use the first method, but then I though that the second method has an advantage which is that you get a nice behavior in translation. In the first method, only in rotation.
I guess I never went for the second method because I don´t like negative scaling, but what the hell?? why not?
what do you think?
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--Bests,madoodia
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yes, but in a rig you will not rotate joints, you will rotate controlers. so if you use rotation in gimbal lock mode when you select left_ and right_ controlers, you will see same result in rotation.
On Fri, Jan 15, 2016 at 4:16 PM, Rudi Hammad <rudih...@gmail.com> wrote:
sure, but if we talk only about joints, let´s say that you mirror an arm.
If you mirror in mode behavioral it is ok, but if you try to translate both arm to the front, one will go to the front, but the other will go back in the opposite direction.
if you do the mirror, by duplicating one arm, then group, and the scale -1 the group, both arms will translate in the same direction.
El viernes, 15 de enero de 2016, 11:49:41 (UTC+1), Mahmoodreza Aarabi escribió:
good luck!it is depend on capability of controlers.b. duplicate groups then scale -1 then no freezea. duplicate groups then scale -1 then freeze2. Controlers should mirror in two ways:1. Joints should be mirrored in mode behavioralHey manMirroring in rig symetrical characters are a little tricky.
On Fri, Jan 15, 2016 at 1:31 PM, Rudi Hammad <rudih...@gmail.com> wrote:
hello,
there are 2 ways to mirror a joint. 1- using the mirror joint menu in mode behavior, or 2-creating a parent group to that joint and giving the group a negative scaling in one axis ( usually -x)
I always use the first method, but then I though that the second method has an advantage which is that you get a nice behavior in translation. In the first method, only in rotation.
I guess I never went for the second method because I don´t like negative scaling, but what the hell?? why not?
what do you think?
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--Bests,madoodia
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90% of the cases, you should animate directly your joints.
I better call the guys at {any studio here} and tell them they’ve been doing it wrong all this time!
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I mean that if you have an fk chain of joints, why don´t parent a shape and animate directly the joints?
Why stop there?
Did you know skinning is actually very slow? It’s a basic mistake you should avoid doing. In 90% of cases, you should animate the vertices directly. It’s has much better performance.
To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/CADvbQwKF3AOVTA9riji4OwV%2BwpFqiAZA0N2R15K3ZAUPN%3DiB0A%40mail.gmail.com.
I mean that if you have an fk chain of joints, why don´t parent a shape and animate directly the joints?
Why stop there?
Did you know skinning is actually very slow? It’s a basic mistake you should avoid doing. In 90% of cases, you should animate the vertices directly. It’s has much better performance.
On 15 January 2016 at 16:59, Mahmoodreza Aarabi <mado...@gmail.com> wrote:
make sense?many things should be checked in a rig, and we can't use just parenting in rig.the rig have fk and ik, i just show you fk, your need on symetrical works on ik too.just check the rig.
On Fri, Jan 15, 2016 at 8:25 PM, Rudi Hammad <rudih...@gmail.com> wrote:
I mean that if you have an fk chain of joints, why don´t parent a shape and animate directly the joints?
El viernes, 15 de enero de 2016, 17:00:29 (UTC+1), Marcus Ottosson escribió:90% of the cases, you should animate directly your joints.
I better call the guys at {any studio here} and tell them they’ve been doing it wrong all this time!
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--Bests,madoodia
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okey then...
El viernes, 15 de enero de 2016, 18:07:02 (UTC+1), Marcus Ottosson escribió:
I mean that if you have an fk chain of joints, why don´t parent a shape and animate directly the joints?
Why stop there?
Did you know skinning is actually very slow? It’s a basic mistake you should avoid doing. In 90% of cases, you should animate the vertices directly. It’s has much better performance.
On 15 January 2016 at 16:59, Mahmoodreza Aarabi <mado...@gmail.com> wrote:
make sense?many things should be checked in a rig, and we can't use just parenting in rig.the rig have fk and ik, i just show you fk, your need on symetrical works on ik too.just check the rig.
On Fri, Jan 15, 2016 at 8:25 PM, Rudi Hammad <rudih...@gmail.com> wrote:
I mean that if you have an fk chain of joints, why don´t parent a shape and animate directly the joints?
El viernes, 15 de enero de 2016, 17:00:29 (UTC+1), Marcus Ottosson escribió:90% of the cases, you should animate directly your joints.
I better call the guys at {any studio here} and tell them they’ve been doing it wrong all this time!
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--Bests,madoodia
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okey then…
Haha, no, but how silly does that sound, right?
Parenting, like skinning, can be used as an abstraction. As the result taking a lot of data and turning it into less data. In that way, we can start thinking about things at a higher level, such as where to put the clavicle joint, as opposed to worrying about whether vertex[203] is moving correctly in relation to vertex[204] when you are actually sitting there animating. You instead worry about whether the upper arm can bend in this direction. You think anatomy, not math.
In the same way can you create hierarchies of joints, and hierarchies of arbitrary groups per-joint, and arbitrary relationships, constraints, in between groups, so as to provide a higher-level interface to otherwise raw data. Facilitating not just the animator during animation, but facilitating change and improvements, without breaking existing animation.
okey then...
El viernes, 15 de enero de 2016, 18:07:02 (UTC+1), Marcus Ottosson escribió:
I mean that if you have an fk chain of joints, why don´t parent a shape and animate directly the joints?
Why stop there?
Did you know skinning is actually very slow? It’s a basic mistake you should avoid doing. In 90% of cases, you should animate the vertices directly. It’s has much better performance.
On 15 January 2016 at 16:59, Mahmoodreza Aarabi <mado...@gmail.com> wrote:
make sense?many things should be checked in a rig, and we can't use just parenting in rig.the rig have fk and ik, i just show you fk, your need on symetrical works on ik too.just check the rig.
On Fri, Jan 15, 2016 at 8:25 PM, Rudi Hammad <rudih...@gmail.com> wrote:
I mean that if you have an fk chain of joints, why don´t parent a shape and animate directly the joints?
El viernes, 15 de enero de 2016, 17:00:29 (UTC+1), Marcus Ottosson escribió:90% of the cases, you should animate directly your joints.
I better call the guys at {any studio here} and tell them they’ve been doing it wrong all this time!
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--Bests,madoodia
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--Bests,madoodia
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