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Match transforms of joint to a controller spline
Posted: 28 June 2020 11:58 PM   [ Ignore ]  
Total Posts:  1
Joined  2016-07-30

Hi,
  I’ve finished rigging a character in Maya and I’m trying to learn rigging in C4D.  I’d like to match the local rotation axis (I think Object Axis) of a circle spline to the local rotation axis of a joint so that the x-axis of both point in the same direction.  Does anyone know how to do that?

Thanks for any help you can offer.

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Posted: 29 June 2020 12:35 AM   [ Ignore ]   [ # 1 ]  
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Total Posts:  12043
Joined  2011-03-04

Hi iam1-ryanneal,

If I get this correctly, you like the Circle Spline following the rotation of a Joint. You also like to have this local, so they can be in different positions.

One way to do it is via XPresso.

I haven’t touched Maya in over 20 years, so I can’t translate anything from that world.
Axis are typically called H, P, or B in Cinema 4D, yet you will find the rotation orders are given by default in H, P, B, but as well as in X, Y, and Z.

The axis that should work along the “bone” is the Z-axis. Other axis work, but over the years, I have seen that some areas work better with z than with X or Y. Mostly based on questions coming from Maya users.
If your target was that the Circle is perpendicular to the joint-direction, let me know, or switch the Circle to a different plane. Or do you mean local as in same location? (or.: Global v. Local)

Here is an example file:
https://www.amazon.com/clouddrive/share/etxEjS5my9tw9XtFnIKS2FyMh73S3zNRhGdenZ4ozG8
https://www.amazon.com/clouddrive/share/lJu7m5CSaOOYCj93PF5bGrFSi3YLXvkkNIAQIHKiabT

More information:
https://help.maxon.net/us/index.html#OCAJOINT-ID_BASEOBJECT_GROUP1
https://help.maxon.net/us/index.html#TCACONSTRAINT-ID_CA_CONSTRAINT_TAG_PSR_GROUP

My best wishes

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