Originally posted by GCastro
Nah, that makes sense
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.