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# 1 16-03-2015 , 04:22 AM
Registered User
Join Date: Mar 2015
Posts: 4

knee joint setup In A pose

knee joint setup.

-I read on maya wiki to bind in A pose. So my char leg is not align with world axis.
-I make a plane of rotation which is a triangle that have the vertex on hip>knee>ankle position of model.
-I extrude that plane along face normal.
-I use "HZrivet script" to make a locator on the face of that extrude plane.
-I snap joint chain on my locator then use "jammsoft joint orient script"(same as comet's with extend function) to orient joint to the same value as locator rotation value.

This way I can have the joint with proper orientation on A pose.

The question is....Is this way of doing stupid?
If it is actually stupid, Are there any faster method?


user added image

Sorry for the long question.