Localising bone rotations

Localising bone rotations

Hi Cheetah folks,

When I make and bind a skeleton, I notice all my bone rotations are zeroed. Meaning a bone in a rotated position is regarded as being set at rotation 0,0,0.

Is there a way to set them to true rotation? As in not move them but have them reflecting their true rotation?

You can see in this image, if I had access to true local rotation it would be easier to animate wings opening and closing. Having only world co-ordinates makes for a challenging task all of a sudden.


What are workaround suggestions?

Thanks
Aaron
 

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How would you make bones curl, as in a finger situation?

I've seen in other apps, you select all the bones and rotate and they rotate in a curling motion.

Bob
 
Orient Joint tool doesn't seem to work properly in latest v7 build...unless I'm doing something wrong.

If I choose the root bone, call up Orient Joint, click the Hierarchy button then OK, only the first two joints seemt o be oriented the same way. The others are at random rotations.

Bob
 
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