Timeline for How does blender rotate parented bones?
Current License: CC BY-SA 4.0
10 events
when toggle format | what | by | license | comment | |
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Dec 1, 2021 at 0:52 | comment | added | Suic | I'll ask there, thanks! | |
Dec 1, 2021 at 0:51 | vote | accept | Suic | ||
Nov 30, 2021 at 21:22 | comment | added | Nathan | What you should be doing is asking at a forum site in order to be able to have a conversation. If you ask in the support/rigging subforum of blenderartists.org I'll almost certainly notice and respond, and we can easily have a back-and-forth to address each problem in detail. | |
Nov 30, 2021 at 21:21 | comment | added | Nathan | Rotating leg does not change its location (its head.) The origin of rotation remains the same; rotating a point at the origin about the origin does nothing. Rotating the parent of leg changes its world space location, which changes the matrix that leg inherits, which changes the matrix that any of leg's children inherit (in effect, changing the center of any rotation they're inheriting from leg.) | |
Nov 30, 2021 at 21:02 | comment | added | Suic | I agree that comment-conversations aren't really ideal(I'd love to just create a chat room to follow up on this conversation but it believe it requires 100 reputation which i don't unfortunately have) "but your example is the same as above: the children rotate 45 degrees in world X about leg's head" So that means the 3 children rotate 45 degrees in the x axis about leg's location(which is the head afaik) But if the leg is first rotated, then the location of it changes(no?) so do the 3 children use the location of the leg after leg has been rotated? if that makes sense | |
Nov 30, 2021 at 16:23 | comment | added | Nathan | "The origin of the inherited rotation is not stored as some local space number How exactly does inheriting the rotation from the parent work?" It is stored as a rotation on the parent, not on the child. This site isn't good for comment-conversations, but your example is the same as above: the children rotate 45 degrees in world X about leg's head. | |
Nov 30, 2021 at 15:15 | comment | added | Suic | What i thought would happen is that The leg bone is rotated by 45 degrees in the x axis and the rotation origin would just be the local location of the bone Then knee, foot, toe are also rotated by 45 degrees in the x axis(I am not sure about their rotation origins/pivot points tho) which i need to figure out (perhaps even the fact that all 4 bones are rotated 45 degrees in the x axis is wrong, i'm not sure) but i need to figure out how it works so i could calculate the rotation origins for each bone which would allow me to mimic the rotation in my own program. | |
Nov 30, 2021 at 15:11 | comment | added | Suic | > The origin of the inherited rotation is not stored as some local space number How exactly does inheriting the rotation from the parent work? Also i believe i do have somewhat of an understanding of transformation matrices as i've used them before, but i still can't wrap my head around how inheriting rotations/origins work in blender. Lets look at an actual example in my blend file that i included. If i rotated the Left leg bone in the x axis by 0.5(45 degrees i guess) how are it's children bones rotated(knee, foot, toe)? | |
Nov 29, 2021 at 18:31 | history | edited | Nathan | CC BY-SA 4.0 |
added 588 characters in body
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Nov 29, 2021 at 18:16 | history | answered | Nathan | CC BY-SA 4.0 |