Graphics Programs Reference
In-Depth Information
Okay, so what if you want to use Muscle
Flexing and Joint Compensation with a
bone that is only supposed to rotate in
heading, as with the forearm?
to +/- 90°, you essentially “swap” that
item's heading and pitch axes.
Note
LightWave allows you to set/record the pivot
rotation for an item as a way of helping to
combat gimbal lock.
A character's thigh points more or less
straight downward, meaning that by default
its rotation is nearly P=-90 right from the
start.
By using Setup | Modify | Orientation |
Record Pivot Rotation (the hot key for this is
<P>; don't forget to use uppercase), you
can tell LightWave to store that item's cur-
rent rotation as the rotation setting for that
item's pivot.
The result of the Record Pivot Rotation tool
is that the value of the item's previous rota-
tion is stored as the pivot's rotation. Because
the item's pivot now assumes the previous
rotation information, the item itself now lies
along that particular set of angles when it is
set to H=0, P=0, B=0. So, the item's rota-
tion is then set to 0, 0, 0, and a keyframe is
created to hold the change in rotation data.
In short, using Record Pivot Rotation
means that a bone can still look like it's
pointing straight up or straight down (P=+/-
90°), but it will animate from the perception
that that direction is H=0, P=0, B=0.
Figure 16-26
Under Modify | Rotate | Rotate Pivot, you
can manually change the angle that
LightWave Layout thinks of as that particu-
lar item's H=0, P=0, B=0. If you change
the Bank setting of an item's pivot rotation
Figure 16-27
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