position is world, rotation is local. I guess i could write a function to get local translations by starting at the root node (hips), but i would prefer not to. There is no "default", if you mean what it looks like when all joints have 0 rotations, then no, which is what is making this hard for me to figure out.
My last sentence i meant that the joints are all in the correct world space locations, the problem is although they are in the correct world space position, the rotations all say 0. So I have some configuration A, and in configuration A i know world space joint positions, and rotations. How do I tell a joint what its current rotation (locally) is, without creating a rotation, for example, if shoulder is at 0,0,0 ws pos. and elbow is at 5,0,0 ws pos., what i have now is a shoulder and elbow in correct location but both say the rotation is 0,0,0. I want to tell the joint, in this configuration, your actual rotation is 20 degrees, 0 deg,0deg. When i tried with orient joint i got a nonzero roation warning and it change the axis. does that make any more sense? On Fri, Apr 12, 2013 at 1:32 PM, Yury Nedelin <[email protected]> wrote: > Is your data for world space per joint or local space? > > Do you know what this skeleton looks like in the default position? > > Also I am confused by the last sentence, you want to rotate the joint to > 40,0,0 but keep its position at 0,0,0? > > Yury > > On Apr 11, 2013, at 8:12 PM, Mat <[email protected]> wrote: > > > I made a topic at cgsociety under rigging, but Im thinking some people > here would have a programming way to do it. > > > > Im not that familiar with the api in python, just the command reference > so excuse me if this is obvious to someone. > > > > Basically I have some mocap data and I need to create a skeleton based > off of this data. The only information i can get is a text file with a > joint name, xyz position, axis, and rotation value. The problem is none of > the rotations are 0,0,0, so when i create the joints and move them to > location, they have 0 rotations. I tried using the cmds.joint() and > rotating the joint to the proper position before hand, but first, i get > warning that says skipping joint it has non-zero rotations, and secondly > the orientation axis does not align with the joint anymore. > > > > Ideally, is there some way, once i have a skeleton with all of the > joints in the correct position and correct axis, to tell the joint, > currently your rotation is 40,0,0 ... but I dont want the joint to move > just update that its current position is actually not ,0,0,0. > > > > Any thoughts on how to do it? > > > > Thanks! > > > > -- > > You received this message because you are subscribed to the Google > Groups "Python Programming for Autodesk Maya" group. > > To unsubscribe from this group and stop receiving emails from it, send > an email to [email protected]. > > To post to this group, send email to [email protected] > . > > For more options, visit https://groups.google.com/groups/opt_out. > > > > > > -- > You received this message because you are subscribed to the Google Groups > "Python Programming for Autodesk Maya" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to [email protected]. > To post to this group, send email to [email protected]. > For more options, visit https://groups.google.com/groups/opt_out. > > > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. For more options, visit https://groups.google.com/groups/opt_out.
