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Zero Joints

02-05-2007, 03:45 PM#1
Kevin
Do I have to run zero joints before each time I begin to animate an entire section? Or is it just once for all of the keyframes?

Cause I noticed when I was trying to do one of my animations it'd do some funky things if I "moved" the joint rather than rotated it.
02-05-2007, 04:13 PM#2
Rao Dao Zao
Create model. Create skeleton. Rig model to skeleton.

RUN ZERO JOINTS.

(You'll know if you're model is zero'd if all the joints can be seen as small circles with + signs in them no matter what flat viewport you view them in. Only when they are in this state, should you touch the animation systems.)

Go into animation mode and get crackin'.

Never touch the skeleton again outside of animation mode. If you do so, you must immediately zero joints again before going back into animation mode.
02-05-2007, 04:23 PM#3
Kevin
hrm I thought I was doing it right. Which means that I have no idea why I'm getting this buggy response when I manually move the joints during animation mode. It's confusing me very much.

Hopefully it was just buggy and it's all gone now. As I am doing the Birthday dance for her "Stand Victory" animation. We will see. I need to yet finish the dance thingy now before I can tell if something is screwed up.