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fragMOTION 1.2.2 Released!
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Author Topic: Problems editing joint constraints  (Read 2106 times)
Loopix
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Problems editing joint constraints
« on: October 07, 2006, 11:21:49 AM »

Is it just me again...or is there a reason why I can't increase the pitch-range (and the pitch starting point) above 180???
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fragmo
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Re: Problems editing joint constraints
« Reply #1 on: October 07, 2006, 01:58:22 PM »

That's intentional,  if you have both pitch and yaw enabled, the pitch must be in the range of 0 - 180
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Loopix
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Re: Problems editing joint constraints
« Reply #2 on: October 08, 2006, 02:23:18 AM »

Thanks for your answer...but shoulden't the pitch-startingpoint be rotatable by 360' (while the pitch-range doesen't need to be more than 180')? I'm having serious probs getting the joints limit of my charakters feet properly adjustet.

thx!
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fragmo
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Re: Problems editing joint constraints
« Reply #3 on: October 08, 2006, 10:23:10 AM »

It should, but I had problems getting the constraints to work like that.  I'm going to leave it as is until I feel like giving myself another headache.   If you are creating a skeleton from scratch you can rotate the bone to help adjust the joint range,  just don't do this if you are working with a skeleton that has already been animated.
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Loopix
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Re: Problems editing joint constraints
« Reply #4 on: October 08, 2006, 11:59:47 AM »

Hey...there are so many genius in math out there. I'm convinced if you would show your actual piece of code for the joint constraints and give a short explenation of your struggles to such a genius, you 'll get help. Being able to set proper joint limits would be quite important to me as I like using the IK-tool for animating.
I'm pretty sure the guy who is making Anim8tor (Steven Glanville) could give you some hints on solving this problem very fast;) His e-mail: support(AT)anim8or.com . Why catching a headache for reinventing the wheel when it already has been invented Tongue Wink


From the Anim8tors page:

" Sometimes rotation is not quite a simple as giving the first and last positions and letting the computer figure out what to do in between. For constrained joints (those with limits on how they can be rotated) like the one at the right, things are simple. Moving from position A to position B simply rotates to the right.


However for a free or unconstrained rotation this doesn't quite work. There are two directions that the joint can move: clockwise or counter clockwise.

 Anim8or resolves this dilemma by expanding the range of angles that you can use to be from -360 degrees to +360 degrees. There are then two values that represent the same position. One-quarter turn to the right is either +90 or -270. If the difference between the angles of less than 360 degrees, the joint simply moves between the two. If it's greater than 360 degrees then the joint moves the opposite way. It's not really as confusing as it seems once you've tried it out a time or two.
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