Atom Posted December 17, 2015 Share Posted December 17, 2015 (edited) Hi All, I have a rig from an FBX import. I want to make a controller for the hand that will open it up and close to fist. I thought I could simply rotate along a single axis along each bone of each finger increasing the rotation factor along each new bone. However, when I take a look at the bones, they don't lie exactly along a single axis. They are kind of offset rotated in various ways on various fingers. This makes the single channel rotation solution not vary viable. I am wondering if there is a way to simply reset the axis of each bone while retaining it's value? Kind of like Applying the current values as the new default then resetting the matrix back to zero. Then I could attempt the single axis solution again. I am new to bones, this may be a simple tool option somewhere? Edited December 17, 2015 by Atom Quote Link to comment Share on other sites More sharing options...
michael Posted December 17, 2015 Share Posted December 17, 2015 if I'm understanding the issue correctly... select the bone(s) and using the Pre-Transform drop down, select Clean Transform this will set all the values to zero(0) and shove the values into the pre-transform... HTH Quote Link to comment Share on other sites More sharing options...
Atom Posted December 18, 2015 Author Share Posted December 18, 2015 I did play around with that but I think the problem is that the bones are being driven by the controllers so the bones sit clean and zero already. Maybe I can try the same trick on the actual NULL based controllers... Quote Link to comment Share on other sites More sharing options...
michael Posted December 18, 2015 Share Posted December 18, 2015 AH... yes, sorry didn't pay attention to the fact that it was FBX yes - try it on the nulls Quote Link to comment Share on other sites More sharing options...
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