I use mostly groups (with IK-handles inside it) rather than curve controls.
When I group some of the IK handles (Ctrl+G) the local rotation axes of this group is not oriented to the local rotation axes of the joint where the pivot is but to the global axes.
Solutions:
1) Orient local axes of the group manually not the answer because you can do it exactly.
2) The way you orient LRA of the curve controls to LRA of the joints
(Parent -> Zero Transformations -> Unparent) doesn't work.
3) Work only with characters joints of those is always oriented to the global axes is absurd because there are a huge amount of characters which don't match this criteria.
Is there any way to solve this problem?
To make it more clear what I mean there is a video of
cat rig tutorial but the cat legs are initially straight to global axes (actually to YZ global plane) and in my character - legs (especially foots) are not!
Replies
1) select all ikHandles you have in your kinematic chain
2) Edit -> group □ (set 'origin pivot' in options)
3) now the pivot of your group is in 0,0,0 world
4) hit 'Insert' and snap your pivot ('V') to one of the joints in the chain with Move Tool ('W')
5) almost done
6) and the last I want the local rotation axes (LRA) of my IK group would be the same as LRA of the joint to wich I've snapped the pivot
But anyway thanks for the answer!
Edit: Forgot to say unparent the upper group after zeroing out trans/rotates.
I'll try this and will write tomorrow the result
Yes it's working! yeeeee!
Thanks Redsett