Dhar
Apr 6 2007, 12:57 PM
Project 2_01_56 Tinservan't fingers in both hands are curled and can not uncurl them. If I open Tinservant in an Action, however, the fingers behave normally.
Any remedy?
martin
Apr 6 2007, 01:07 PM
Somebody probably used the hand pose sliders while in a chor. Turn off "show more than drivers" so that you only see the bones with channels then delete all the channels for the fingers - there will be dozens. (Close all windows before you attempt this.)
Dhar
Apr 6 2007, 04:02 PM
Thanks Martin. That didn't do it.
martin
Apr 6 2007, 04:38 PM
QUOTE(Dhar @ Apr 6 2007, 05:02 PM)

Thanks Martin. That didn't do it.
Is it on SVN?
Dhar
Apr 6 2007, 07:50 PM
QUOTE(martin @ Apr 6 2007, 05:38 PM)

QUOTE(Dhar @ Apr 6 2007, 05:02 PM)

Thanks Martin. That didn't do it.
Is it on SVN?
Yes it is.
KenH
Apr 7 2007, 04:56 AM
As Robert says in the video, you have all your bones keyed....even bones you never need to key. You're going to have to root all those out but the ones causing the finger bends are the finger bones. Delete those and it clears up.
Dhar
Apr 7 2007, 10:26 AM
Thanks, Ken. That wasn't it. I deleted the model and imported a new one. Started from scratch basically, which is fine by me.
However, Tinservant_proxy's eye-aimer needs fixin'.
KenH
Apr 7 2007, 04:19 PM
It does it for me....but maybe only a bit of the way. There are also some relevant poses that have been keyed. Press SHIFT next time your forcing/pasting keyframes!!!

I don't know what you're seeing with Tinservant_proxy's eye-aimer.
Dhar
Apr 7 2007, 05:53 PM
QUOTE(KenH @ Apr 7 2007, 05:19 PM)

I don't know what you're seeing with Tinservant_proxy's eye-aimer.
In Robert's second .mov, towards the end when he's critiquing Tinservant, the Eye-aimer has a very limited range that doesn't allow the eye to go to the corners.
KenH
Apr 7 2007, 06:25 PM
It's limited because if you go right to the corner with one iris, then the other iris will be inside his head and all you'll see is white. But it's better on the full version of the model. And you can push the eyes further over by turning on the eye target nulls and using them.
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