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
adding additional rotation to bone
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- Joined: 10 Jul 2009, 21:58
adding additional rotation to bone
Phil Harbath
Jamination Productions
Jamination Productions
Re: adding additional rotation to bone
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.
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
If you do the rig in ICE, it'll be a piece of cake to do this.
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