edward Posted August 22, 2008 Share Posted August 22, 2008 The muscles themselves *do* depend on the world space orientation of their inputs. So your muscles are flipping because their inputs are oriented incorrectly. If you were to orient them such that they had the same world space orientation of the bones in my example, then they wouldn't flip. Quote Link to comment Share on other sites More sharing options...
v_m Posted August 25, 2008 Author Share Posted August 25, 2008 The muscles themselves *do* depend on the world space orientation of their inputs. So your muscles are flipping because their inputs are oriented incorrectly. If you were to orient them such that they had the same world space orientation of the bones in my example, then they wouldn't flip. thanks edward, I finally got it. I managed to figure out this thing with the nulls orientation. you just rotate the damn nulls and no more muscle flippin', I was looking for something more obscure so to answer my question from a while ago... by default, the muscle "up vector" is the same with the world up, or Y. and when you rotate the nulls that will anchor the muscle, you rotate that Y-up-vector-axis to another position, so the muscle will flip around that new axis, and not around the default Y up and they lived happily ever after. vm Quote Link to comment Share on other sites More sharing options...
mangi Posted August 25, 2008 Share Posted August 25, 2008 Hi there , do you mind uploading the correct hip. So we can all take a look on how to do this, with a small example cheers mangi Quote Link to comment Share on other sites More sharing options...
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