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Do local rotation axis matter for joints in HumanIK

PixelApocalypse
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PixelApocalypse polycounter lvl 8
Hi!

I have created a character that I have manually rigged so far. We are going use motion capture data to animate him and from what I gathered from classmates and internet is that I have to use a custom basic skeleton to bake the motion capture data on.
In my own custom rig I of course fixed all the local rotation axis (LRA) for the rig to work properly. Are local rotation axis important for a joint hierarchy used in HumanIk in Maya? I can't find any mention of this in the help for HumanIK and when let Maya create one for me the LRA are completely wrong so I'm guessing it doesn't matter..?

Cheers.
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