Flipping Bones??
Posted: Thu Apr 21, 2005 7:40 am
The one problem I find rigging characters using basically one bone layer and using offsets is flipping the child vector layers.
Consider the typical arm chain of bones. Obviously the bones are oriented to suitably fit the vector geometry of an arm (bicep- arm - hand). So what happens if you want to flip the arm vectors horizontally or vertically. The points get thrown out of whack. The problem is worse if the location of its origin isn't well thought of. Using a separate bone layer for the arm , you could instead flip the bone layer instead of the child vector layer. but that would take us back where we can't animate the character bones in a single layer.
Consider the typical arm chain of bones. Obviously the bones are oriented to suitably fit the vector geometry of an arm (bicep- arm - hand). So what happens if you want to flip the arm vectors horizontally or vertically. The points get thrown out of whack. The problem is worse if the location of its origin isn't well thought of. Using a separate bone layer for the arm , you could instead flip the bone layer instead of the child vector layer. but that would take us back where we can't animate the character bones in a single layer.