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jeric_synergy
02-18-2011, 10:41 AM
I could have sworn I knew how to do this:

A daVinci-type pose: trying to DRAW BONE the bone in the hand, below the wrist.

What I want is the Pitch circle to be most visible in the TOP view, so the hand can Pitch forward and back (-z and +z). But I can't seem to find the correct vuport to do this in.

MUST I use "Twist Bone" to get that Pitch circle in the proper orientation?? (I coulda sworn I've done this very easily before.)

RebelHill
02-18-2011, 11:46 AM
drawing bones from different views to orient axis only works with drawing skelegons in modeller, not layout... in layout default bone orientation will always respect axis relevent to parent, you have to twist the bones manually to reorient them.

jeric_synergy
02-18-2011, 02:46 PM
Rebel, thank you SO much for your answer: as you suggest, I was confusing Skelegon practices with Layout Bone Drawing. Thought I was losing my mind.

At least I can now hope the Alzheimers still is at bay......

So, I'll be using Bone Twist.


TNX!

MaDDoX
02-21-2011, 08:20 AM
And of course there's that idiosyncratic skelegon rotation handle that I can't for the life of me figure out. Well, I'd probably understand it if I actually cared to try it a couple times then checking the results in Layout, I just can't be arsed really when I find bone twist so more handy and with better visual feedback.

RebelHill
02-21-2011, 09:18 AM
The skelegon handle defines the pitch axis... with the line running on what would be the "pitch circles" radius.

I tend to like it more than bone twist in layout, especially if you're trying to get you axis to line up perfectly square to co-ordinate space... bone twist is easier to get wrong by a degree or fraction of judging it by eye.

However, this pitch axis alignment wont initialy show in layout after converting skelegons as ofc the're being created relative to layouts world space, so you need to rpr them to cause their axis to line up as per the skelgon rotations.

jeric_synergy
02-21-2011, 04:55 PM
And of course there's that idiosyncratic skelegon rotation handle that I can't for the life of me figure out.
LOL, so it's not just me.

The whole Bone rotation subject makes my head hurt.

MaDDoX
02-22-2011, 07:13 AM
I agree it's way more precise than the Layout bone twist method, it's just not visually clear.

The skelegon handle defines the pitch axis... with the line running on what would be the "pitch circles" radius.
Running perpendicular? Like, the pitch circle is laying down and you're seeing half of it? And where's the heading? You see, it's not really your fault, it's just that it's extremely hard to explain, let alone be intuitive for the casual users. It's just so non-Lightwave, I'd expect such a thing from Maya tbh :)

However, this pitch axis alignment wont initialy show in layout after converting skelegons as ofc the're being created relative to layouts world space, so you need to rpr them to cause their axis to line up as per the skelgon rotations.
Nice hint, thanks! I still mess up bt rpr and the regular rest pivot rotation at times, it's also confusing especially if you don't apply them immediately after using a rotation/bone alignment tool.

RebelHill
02-22-2011, 10:43 AM
Like you're looking straight down on the circular pitch handle, and the line is cutting straight across it. The heading, ofc, is therefore at 90 degrees to that.