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View Full Version : Ahhh, the trick about skelegon creation !


Emmanuel
02-06-2006, 07:19 AM
Hi,

could it be I have seen the light after so many moons ?
Could it be that when the manual says You need to create the skelegons in the window that's orthogonal to the pitch rotation You want, it also means that You should MIRROR the skelegons only in that window ?
Last night I found that when I create the left side of a character rig then mirror it *correctly*, both sides have the "good" rotational settings, while when I mirror the rig in the wrong viewport, both sides are NOT identical when it comes to rotation in Layout...head scratching...maybe this solves my RPR phobia...

SplineGod
02-07-2006, 08:09 AM
I tend to avoid the problem entirely by not using skelegons and creating the bones directly in layout. :)

Emmanuel
02-07-2006, 08:17 AM
Ya know, old habits never die ;)

SplineGod
02-07-2006, 06:15 PM
So true :)

ercaxus
02-08-2006, 02:09 AM
I think there was a plugin called "skelegon editor" that could mirror them properly. I don't know what happened to it though.
Also that plugin was able to parent skelegons without connecting them. I remember it was crashing a lot.

SplineGod
02-08-2006, 03:54 PM
The bone tools in layout have some nice mirroring options including being able to mirror the IKgoals and several renaming options.

ercaxus
02-08-2006, 06:20 PM
Yeah, I agree, they are great but sometimes it's nice to have undo. I mess things up a lot:D

SplineGod
02-08-2006, 06:26 PM
True, but I still find it easier to do most of this in layout since its pretty easy to delete the mirrored bones and mirror them again. Skelegons IMO have way too many gotchas compared to using bones especially if you havent used them that much. :)

ercaxus
02-08-2006, 06:36 PM
I was doing rigging mainly in modeler because of(and thanks to) skelescript, but after 8.5 (and with better IKB) now I do everything in Layout. I still would like the freedom of skelegons in layout though.