Closed adamavery closed 5 years ago
Hi @adamavery Thanks for the feedback. and sorry for the late reply. I will try to check this on new year holidays.
Hi @adamavery I have been checking this issue and here are the conclusions and solution/workarounds (I post this here just in case other people has the same questions/issue :) )
For the first issue: for this, the easiest solution for the elbow and knee mid-rotation is just add a gimmick blended joint: after creation, you will see the new blended joint (yellow color)
the process can be scripted. Check this video: https://www.youtube.com/watch?v=-JFPD3k3Sl4&t=8s
For the second issue:
About the way is calculating the rotation for round arms. I can't change it. This is something related to the solver itself.
In the arm_2jnt_01 we are using the custom mgear roll spline solver. For the arm_2jnt_freetangent we are using the default Maya spline IK.
I am talking about the differences and how to skin it in this video: https://www.youtube.com/watch?v=g5oEkXz_vaE
Fun fact: I have received last year same request but the other way. the freetangent orientation style in the regular arm :P I am sorry that I can't change this since it is the way that the solvers are design
Best regards, Miquel
Orientation of deformers in both 2jnt_freeTangents & leg 2jnt_freeTangents seems to be strange, very hard to get good results when skinning.(see example attached)