Re: Strange Rig behavior

Date : Sat, 13 May 2006 08:18:36 -0700 (PDT)
To : XSI(at)Softimage.COM
From : brad friedman <xsibrad(at)fie.us>
Subject : Re: Strange Rig behavior
I don't have XSI in front of me but it sounds like you still have an up vector defined in world space, on top of which you are rolling.  I recall a boolean switch that lets you define the up vector relative to the chain root.  Thats probably what you want.  Then your up vector will stay static relative to your chain, as your character moves around in world space.  You can then roll on top of the static up vector.
 
-brad

Adrian Lopez <liquidlightdigital(at)gmail.com> wrote:
We're using the standard biped rig for a character, and modified the upvector setup to get rid of the pyramids behind the elbows and knees.  Instead, we've linked controls to the roll parameter in the upvector PPG.  We created a new defaultpose action for the entire rig, including the new controls.

Now here's the strange part.  If we move the character using the Global SRT, or the model null, the arms and knees go out of whack.  Arms start twisting by themselves, and knees go to jelly.  Everything worked fine before we messed with the upvector constraint.  We're sure we've missed something, just no idea what..

Any help would be appreciated.

Adrian L.




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