Wednesday, February 16, 2011

Local rotation axes fun times!

Got a little ahead of myself with the weighting and forget to adjust the local rotation axes of the joints of the face rig. I didn't touch the local rotation axes of the joints on Valve's body rig, just what I'm totally hacking in.

Before:


After:


I'm not certain if it's wise to have the local rotation axes the same as the world or if I should have the y axis pointing towards the parent bone. I'm sure I'll find out when this explodes when I try to animate it. In my defence it's not an entirely uneducated decision, through my work I've had the chance to look at some professional face rigs and the local rotatin axes were the same as the world...



On to the weighting.

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