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
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