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1.3.2. Rotation values in hip-joint are flipping

Submitted byScorpion_laz Scorpion_laz

Hi, Dustin!

Something strange is happening with the rotation values in hip-joint. It appears that the values are flipping from 180 to –180 degrees. Although we don’t see any effects on the skinned model (that’s quite strange in first place), but obviously the joint cannot be used as a driver for a correction shape.

I haven’t disconnected anything, just unlocked the rotation channels to see what’s going on. It looks like even my little workaround with orient constraint isn’t working because the values are flipping in a strange manner.

Comments on this bug:

  • Scorpion_laz

    Scorpion_laz said about 10 years ago:

    Ah! These flipping values are driving my driven keys crazy and are driving me crazy as well! I don’t understand how this mechanic works. 0—180, 65—115… There is definitely some pattern but I don’t see it. Poor character, it appears that I’d need to finish her misery by killing all the corrective shapes and making some kind of influence objects. It’s quite frustrating. Dustin, if possible, please take a look at the rotation values in future releases. Especially at the hip-joint. EDIT: I’ve found a “solution”. It helps to tinker with driven keys and set them to cycle in pre- and post-infinity. It’s important that the curve looks “beautiful” and symmetrical, it should hit the key values: 0, 90, 180 degrees and so on. It’s true that I don’t understand the problem completely but I hope that Dustin will improve the rotation in the future.
  • Dustin Nelson

    Dustin Nelson said about 10 years ago:

    Hey, sorry for taking so long to get back to you. I was out of town for some personal reasons and I didn't have a laptop to bring with me. Would you be able to send me a file with the flipping? That would really help me to fix the problem. Thanks! And I apologize for the inconvenience. -Dustin

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