Thanks Kim, ive been messing around with that as well as freeze transform.
 I think it is part of what I need but im thinking the issue is pretty
difficult.

Ricardo, im using Nexus, so no FBX, which would solve alot of the joint
rotation axis questions.  the most I can get out of Nexus is a skeleton
which was streamed to motion builder, however it is not the vst, it is
nexus calculating bones using "Fit subject motion". which is insanely
innacurate.  This is even more confusing as the angles output from nexus
are not the same ones that it streams >.<  So any chance you use Nexus? haha


On Tue, Apr 16, 2013 at 8:23 AM, Ricardo Viana <[email protected]> wrote:

> What kind of mocap data you have? An fbx ?
> An animated skeleton? I did a script a few months ago that parented all
> the joints in my skeleton to a mocap skeleton . All they need was to have
> the same bone structure. After that I baked the keys and deleted the mocap.
> Don't know if it's that what u need . If it is useful I can send it to you.
>
> Cheers
> Ricardo Viana
>
>
> On Monday, April 15, 2013, kim bourdette wrote:
>
>> I think what you want is the orientJoint attribute. So basically just do
>> with PyMel:
>>
>> myJoint.jointOrient.set(myObject.getRotation(ws=1))
>>
>> You might have to unparent the joint first.
>>
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