Skeleton Hierarchies?

Issues concerning rigging & Face Robot...
xowgax
Posts: 18
Joined: 29 Aug 2009, 20:22

Skeleton Hierarchies?

Post by xowgax » 16 Jun 2010, 00:00

I've been wondering why XSI by default parents EndEffectors to Roots (Right) instead of to the last bone (Left)?
The left lets us use alt+Up/Down to move up and down entire chains..
Rigging.JPG
Is there any benefit by the default that I'm completely missing??
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tuna
Posts: 11
Joined: 22 May 2010, 06:38
Location: Marina Del Rey

Re: Skeleton Hierarchies?

Post by tuna » 16 Jun 2010, 04:41

There's no real benefit to where it is. Place it wherever you need to in the hierarchy :)

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Hirazi Blue
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Joined: 04 Jun 2009, 10:15

Re: Skeleton Hierarchies?

Post by Hirazi Blue » 16 Jun 2010, 08:49

Although I dislike quoting large parts of the User's Guide
(as this most definitively isn't meant as some sort of "RTFM" :ymhug: ):
By default, when you create a chain in XSI, the effector is a child of the chain root, unlike in SOFTIMAGE|3D where it is a child of the last bone. This allows you to place the effector anywhere in the chain’s hierarchy or even make it the child of an object outside of the chain. As well, you can animate the effector in local space as opposed to global, as you do in SOFTIMAGE|3D.
If you however want to create chains, where the effector is a child of the last bone, you simply have to enable
"Create > Skeleton > SI|3D Skeleton Drawing"...
;)
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