Tunames
Mar 23 2007, 09:01 AM
Have a problem with the hand gizmo It happened to me with Nimmie in a earlier scene I was able to fix by deleting all keys for it. I had the same problem with Chopfyt in that scene as well same solution. I thought the problem was caused by me keying everything then copy/paste keyframe, Now I've got the same problem with SC and I didn't do the key all copy/paste thing this time. And I'm done with my scene except for a final cleanup pass so I don't want to delete all keys and start over....help
The problem is after clenching the fingers with the hand gizmo they won't open. well the first joint does but the other two don't. Here's a pic
Click to view attachment
KenH
Mar 23 2007, 09:23 AM
Can you show the Rotation manipulator in the image. Sometimes you have to be careful how it's rotated as what might look good at the clenched position needs to be smoothed out by rotating the blue or green axis when unclenched.
Also, if you used any of the clenching poses in the pose window, it can create unexpected results as they're all fighting against each other.
Tunames
Mar 23 2007, 10:00 AM
yeah I'll try to post a pic with the rotate man. I didn't touch any poses just the hand gizmo and I'll tell ya I've turn this thing ever way but loose I even tried to go to each finger bone in the graph editor but thier not individually keyed. I guess because they are driven by constraints?.......
itsjustme
Mar 23 2007, 05:20 PM
As Ken said, it is possible to get things knotted up if you're not careful. If you don't get it figured out, point us at the scene and point in it where it happens and we'll see if we can straighten it out.
You're right, they won't be individually keyed when using the Hand Gizmo.
Tunames
Mar 24 2007, 09:54 AM
Ok thanks for looking at this heres a bigger pic with the rotate manipulator on also look at the pose sliders as you can see they are negative numbers as I close the hand with the hand gizmo those will move back towards positive..weird. I also left the graph editor showing as you can see no big moves there. I'll commit this project here in a minute if you want to look at it yourself. Again all I ever did was open and close the fingers with the hand gizmo. Also if you have time check out woots hands between 4:19 and 5:00 seconds move the IK nulls and tell me what happens......If you don't want to mess with it I've got it looking ok and should be fine as is anyway thanks for your time
Click to view attachment
NancyGormezano
Mar 24 2007, 10:16 AM
I notice in your list of bones FindexR, FlittleR, FthirdR - when I just use CfingersR to animate the hand - I don't see those channels - I wonder if you delete those channels, if things might clear up. How did you get those extra channels?
Tunames
Mar 24 2007, 11:33 AM
I was digging around in there looking for anything with a key on it. None of those have any keys set.
NancyGormezano
Mar 24 2007, 11:49 AM
Those channels have something set (at least on frame 0) for them to exist at all - did you try just deleting the whole channel? I don't know if this is what causing your problem - but it is suspicious, and it's something to try
NancyGormezano
Mar 24 2007, 01:12 PM
I just tried Sc and I found that if I turned off Hands and Fingers (under steves hand gizmo folder) - that those pesky channels would show up - along with other pesky channels - when I turned hands and fingers back on the gizmo wouldn't work anymore. If I deleted all those pesky channels the gizmo would then start to work again.
try it in an action and note all the channels that get set when you turn off hands & fingers
itsjustme
Mar 24 2007, 04:26 PM
"FindexR", "FlittleR" and "FthirdR" are underlying bones in the Hand Gizmo...if they have been keyed, the keys for them should be deleted. I don't know if that will fix your problem, give it a shot.
At the moment, there are quite a few underlying bones that are getting keys visible to the animator that shouldn't...I sent in a feature request on AM Reports. It's being worked on, but until it gets tweaked, it is safe to delete any key that is on a bone that is not able to be directly manipulated in FK or IK.
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