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# 5 31-01-2003 , 12:29 AM
dannyngan's Avatar
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Join Date: Dec 2002
Location: Seattle, WA
Posts: 1,154

Originally posted by GCastro
Nah, that makes sense user added image

What about when you're setting up say the toe roll. You go to connection editor and connect the contraint's say x rotate to bone's x rotate and bam, you're done.
In SDK, you have to key min and max values( or do you?) and just seems to take longer.

I guess each works better for some areas than others right?

Thanks for the reply,
George

The problem with using a direct connection in this case is that the connection is a direct one-to-one relationship. This means that the joint's x rotation will be an exact match to the controller's x rotation. If they are not perfectly aligned to begin with, your joint chain could get seriously messed up. Using a SDK would by-pass this problem and give you explicit control over the range of effect.


Danny Ngan
Animator | Amaze Entertainment
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