If you’re new to what a local rotation axis is, let’s start with a scenario you may have already seen and didn’t know how to fix.
Let’s say I’m creating a new rig for a character and working on the arm specifically. I click out a series of joints for the arm, but they aren’t quite in the right place for my mesh so I have to move them to get them in the position of the arm. (Unless you built your arms straight out along the grid, you usually have to move them some. Like if you built them in the front view, you’ll likely have to move them to line them up with the arm in the side view. And for the sake of this tutorial, let’s assume I’m really bad at placing joints so it’s easier to see the point I’m trying to demonstrate.)
No comments:
Post a Comment