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 Post subject: adding additional rotation to bone
PostPosted: 26 May 2011, 22:12 
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Joined: 10 Jul 2009, 21:58
Posts: 130
Is it possible to have a controller, let's say a finger rotation where I can manual rotate the bone, but can also add to the rotation from another slider or controller as an expression (or whatever), all in the one controller (without parenting). I have a rig (that is complete) that I want to add additional controls to the finger rotations while still being able to manual changes rotation.

thanks
Phil

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Phil Harbath
Jamination Productions


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 Post subject: Re: adding additional rotation to bone
PostPosted: 26 May 2011, 23:41 
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Joined: 08 Jun 2009, 21:11
Posts: 1011
Location: Zagreb, Croatia
Yes, you just type something like nullA.kine.local.rotz + nullB.kine.local.rotz , or whatever like this.
I've tried this many times for envelope deformers.
But both should be separate objects, not the target itself. Afaik, XSI won't complain about "this.kine.local.rotz + nullB.kine.local.rotz" , but once expression is active, you'll be unable to add keys.


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 Post subject: Re: adding additional rotation to bone
PostPosted: 03 Jun 2011, 20:08 
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Joined: 19 Sep 2010, 11:28
Posts: 584
If you do the rig in ICE, it'll be a piece of cake to do this.


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