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adding additional rotation to bone

Posted: 26 May 2011, 22:12
by jamination
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

Re: adding additional rotation to bone

Posted: 26 May 2011, 23:41
by Mathaeus
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.

Re: adding additional rotation to bone

Posted: 03 Jun 2011, 20:08
by Pancho
If you do the rig in ICE, it'll be a piece of cake to do this.