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Hash, Inc. Forums > Featured > Feature Films: Tin Woodman of Oz - Scarecrow of Oz > Tin Woodman of Oz > TWO Rigging
NancyGormezano
It must be obvious.

I am use to creating a simple action that for example, only does a 360 degree rotate around Y axis using the root (or everything) bone (with 2001 rig) - how do I do the equivalent with the squetch rig ? Is there an everything bone?

I want to layer this rotating action with other actions eventually -

For example - I will create another action that is a dance step that I want to use alone sometimes (ie not turning) and then sometimes I want to do this dance step while turning around in circles - (varying the speed of the turn and with different # of repetitions). I am use to just varying the rotate root action's repeat count & duration

I also want to use this combo of actions on many different models.

I realize I could probably just do the rotate in the chor using the model bone - but then I would have to do the repeats & durations manually over & over & over & over in the timeline for each model

Any suggestions for the easiest (laziest) way. Someone may have figured out something by now?

Do I have to do a "orient like" a null in the chor for each model and then apply a rotating action to each model's null?

Thanks in advance for any help
NancyGormezano
Hmmmm...Is the "root" bone the body squetch base?

Will it mess anything up if I rotate that in an action?

Looks like that bone does the trick. I hope I hope.
KenH
You can create a New>Null in an action. Place it at (000) and then orient like and translate to (using compensate icon) the hips null, the feet nulls and the head bone to the Null. I'm not sure how this might effect things like changing from IK to FK etc though.
rickh
QUOTE(NancyGormezano @ Feb 19 2007, 10:17 AM) *
Hmmmm...Is the "root" bone the body squetch base?

Will it mess anything up if I rotate that in an action?

Looks like that bone does the trick. I hope I hope.


I was wondering why you didn't just rotate the model bone, but I just realised there is no model bone in an action window. I never quite registered that fact.

Richard Harrowell.
mtpeak2
QUOTE(rickh @ Feb 18 2007, 07:46 PM) *
QUOTE(NancyGormezano @ Feb 19 2007, 10:17 AM) *
Hmmmm...Is the "root" bone the body squetch base?

Will it mess anything up if I rotate that in an action?

Looks like that bone does the trick. I hope I hope.


I was wondering why you didn't just rotate the model bone, but I just realised there is no model bone in an action window. I never quite registered that fact.

Richard Harrowell.


But you can rotate the model bone in the action, use the transform properties of the shortcut to model in the PWS under the action. And yes Nancy, you can use the body_squetch_base bone.
NancyGormezano
QUOTE(mtpeak2 @ Feb 18 2007, 07:09 PM) *
But you can rotate the model bone in the action, use the transform properties of the shortcut to model in the PWS under the action. And yes Nancy, you can use the body_squetch_base bone.


Ah...duh...never thought of using the transform properties (has that always been there?) - it's a little more difficult to use as the manipulator options don't work in the action for the model bone, and there's nothing to grab - have to manually enter the values - so I went with rotating the body_squetch_base bone.

thanks all for the replies
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