Hi Shane,
Welcome to the bvhacker discussion group.
bvhacker does already allow global repositioning. To globally
reposition, select the hips, select translation mode (shortcut T) and
move the sliders to adjust.
bvhacker will also do global rotations, but only if the hip joint uses
zxy rotation order. Select rotation mode (shortcut R) and move the
sliders to adjust.
(zxy is the most common joint rotation order, used by SL characters
and many mocap systems)
To check the rotation order of the hips, select the hips joint and
look at the joint properties panel in the top right of the interface.
The joint rotation order is there. If it reads zxy, then all hips
rotations made using the sliders will be global. (Note: Global
rotations are also denoted by an asterisk (*) next to the words 'Joint
rotations' at the top of the dynamic sliders - if the asterisk is
there, rotation adjustments using the sliders will be global.)
You will notice that moving the sliders when in global rotation mode
auto-magically moves the other sliders too. This is because although
moving a slider changes to global rotation, it is the local rotations
that are displayed on the sliders. This is intentional, I wanted to
see the effect of global rotations on local rotation values...
I don't use a temp bone to do this, I use a bit of quaternion magic.
It bends the brain, but it works!
I'd love to add global rotation for other joint rotation orders in the
future, but I don't have time right now. If / when this changes the
bvhacker group will be the first to know ;-)
Davedub
http://davedub.co.uk/
http://animazooanimations.com/
http://www.bvhacker.com/
http://www.dubmation.com/