Digital humans the art of the digital double
Ever wanted to know how digital doubles are created in the movie industry? This course will give you an insight into how it's done.
# 1 15-03-2008 , 01:48 AM
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dear god help me

how do i make a joint use its local rotate axis instead of world rotate axis?

the thing is, when i rotate my arm normally the hand stays in the same direction. however when i keyframe it, then roate the arm, the hand stays in the same orientation with the world and just moves with the arm, instead of staying with the same orientation with the world.

also, i havent deleted history or frozen transformations because im afrtaid of needing to do little changes like this. should i delete/freeze?


Last edited by mcrae44; 15-03-2008 at 01:51 AM.
# 2 15-03-2008 , 02:40 AM
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Did you align the joints so that say the rotations go down a constant axis my son?

Its in thealign joints tool if not.


"No pressure, no diamonds" Thomas Carlyle
# 3 15-03-2008 , 02:56 AM
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i didnt do that, however i just went back to my skeleton pre-skin binding, and did it, and im still having the same orientation problem. :headbang:

could it have something to do with the type of bones i used, or something? some step early on in the process?


Last edited by mcrae44; 15-03-2008 at 03:00 AM.
# 4 15-03-2008 , 03:04 AM
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im attachiong the file in case anyone wants to take a peek

# 5 15-03-2008 , 03:12 AM
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Your best off orientating the joints before parenting the arms to the spine and the legs to the hips, if you know what I mean.


"No pressure, no diamonds" Thomas Carlyle
# 6 15-03-2008 , 03:14 AM
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i made the skelton as one piece :/

# 7 15-03-2008 , 03:36 AM
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hmm, im noticing that when im keyframing the hand (im just pressing s) that the attributes in channel box become green, and a blendparent attribute is added. could this be my problem?

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