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HIK: built in way to drive non-matching joint axis ?
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Before I go down the rabbit hole of fixing this.
Is there a built in way in Maya to take a mocapped rig ( rokoko) and have it drive a similar custom skeleton, where the joints all match position and orientation. but have different joint axis?
ie: the rokoko mocap has most of its joint axis oriented to world space. while the custom skeleton has all X aligned joints with so like the custom hips are worldspace X up and Z side and Y forward, while the rokoko hips are Yup, X side, and Z fwd)
I usually don't use HIK and would just solved this with constraints. but I'm assuming there is a built in way in HIK to account for this
thanks
-=s