Trying to understand how rigging works in max i found these videos on the Autodesk channel. Link
here.
In the video "creating a skeleton - part 2" around 0:07:00 the narrator concludes that the copied leg from the original one, has the X and Z axes wrong. Maybe because the mirrot? I dont know. To fix this the Y axis (which supposedly was right) should be reversed.
After reversing it, every rotation of both legs function perfectly as expected.
As I do not know how this is done, I doubt whether this is the correct way or more efficient since the video does not explain why this is so?
Thanx as always in advance.
Replies
ie: a default box at [0,0,0] with default orientation has a matrix of:
(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])
Now if you flip/mirror the x axis and retrieve his transformation matrix you get:
(matrix3 [-1,0,0] [0,1,0] [0,0,1] [0,0,0])
So mirrorring not only flip the model but rather flip the object matrix flipping the model at the same time.
My biggest issue is that of the three axes, was reversed exactly the one that was correct, perhaps to align with others maybe. But why the other axes began to behave correctly since the inversion occurred in the correct one?
Of course, there are many ways to skin a cat, the best way to find out the shortcomings and advantages is to experiment and try it yourself (just not in production :-) ).