PDA

View Full Version : Record Pivot Rotation Problem



alanestrada
01-20-2008, 06:12 PM
I'm currently rigging my first LW Character, I'm a LW7 user.

By following Todd Grimes instructions on his Character Rigging DVD from Desktop Images, I imported the skelegons, I selected the "parent in place" option, then parented the bones that needed that and started to use the "record pivot rotation tool" as he adviced in order to reset the rotation of every bone to zero.

The result was not the expected, the bones started twisting and moving by themselves. I'm attaching a pic of the result.

By looking that picture do you know what did I do wrong? I think I followed every step on his tutorial, please advice, thanks.

Dodgy
01-20-2008, 06:47 PM
Looks like you either did the RPR at a frame other than zero, or you had some frames in the timeline already. This means that a bone starts off being at 180 degrees, and it has key frames on the timeline before you do the RPR, the RPR sets the base pose so the bone is 0. Hence when the bone goes to its next keyframe (which will be set to 180) it will twist about.

Could that be the problem?

alanestrada
01-20-2008, 09:08 PM
Thanks for your reply, no keyframes were set when I did this.
Could this be an issue originated when I first created the skelegons on modeler?
I really didn't do anything on layout but convert the skelegons into bones, parent some bones y and then recording the pivot.

alanestrada
01-20-2008, 09:36 PM
Here're the files I'm working with. Thanks for your help

Dodgy
01-20-2008, 11:28 PM
http://www.dodgy.ghostoutpost.com/Files/MGRecordPivotRotation.zip

Try this instead, it works on the selected objects only, I wrote it as a replacement for the one in LW which is very inflexible.

alanestrada
01-23-2008, 09:23 PM
I modeled the character facing the axis -Z, I think that's the problem, shouldn't it be facing +Z? when I hit record pivot the bone turns to +Z (even with your plug in Dodgy, thanks by the way)

Could that be the problem?

colkai
01-24-2008, 02:23 PM
Sorry to hijack this... but.. :p
Is this sort of thing restricted to bones?
I have a door, (with a bone "controlling" a bolt on it), but the door is not at origin or 'normal' rotation, so when I go to move the bone, it's XYZ isn't in respect to the door unless I'm in local mode.
Which means I can't use channel lock etc. (why is that btw?)

I've searched the help, but well... it ain't much help. :p

Dodgy
01-24-2008, 05:47 PM
You can use pivot rotation with any object.

colkai
01-25-2008, 02:18 AM
Hmm, well me do sumfink wrong then. I cannot get it to work.
Whilst I can move it in local mode, any expression works in global mode and the bolt goes all funky.
I've attached a cut down version with just one door so you can see the problem.