“Simple game riging” by Sean Hewit
So now at least any hinge joints we have will bend on a single axis. But we want just a little more logic to our rig. Like say all our hinge joints bend on the Y axis. Let’s look at the leg in this case. Here I have Z facing one direction in the knee and facing another in the heel. So next we’re going to rotate all these LRAs so they’re oriented the same way. In this case Z facing forward or up, and Y to the side. Make sure to have your rotate tools settings set to Local.
So once you’ve gotten all you’re LRAs oriented the way you want we can go ahead and mirror the other half. We’ll start by selecting the hip and mirroring it first.
Depending on which direction your model was built and placed and which direction you chose to orient your LRAs (Y up or Z up) your settings in here may change some. You may have to play around with it to figure out which is the right mirror axis for you’re case.
You can see after mirroring the new side has it’s LRA’s reversed and the X axis is aimed away from its child. We’ll have to reverse them back by hand (We could use Orient Joint again, but then we’d still have to rotate the LRAs by hand again to get Y and Z pointed the right direction.) So we’ll use the MEL script for rotation to get a precise rotation back into place.
thanks,nice tut.
Is there any other way of fixing LRAs than using script.
Thank you.