[ame="
https://www.youtube.com/watch?v=BjE8kNdnxPc"]broplem? - YouTube[/ame]
that ought to explain what im experiencing.
somehow the controller decides to do a little detour when executing the animation.
The animation in the video consists of 2 keyframes at frame 0 and frame 20.
Curve editor looks normal.. tangents are all set to auto. (the problem persists even if i set tangents to linear)
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How can i modify the root rotation value of my bone without changing the rotation/position of the bone itself (the visible part of it) and also without destroying the skinned mesh i have on it?
if not,
well
you should have
i created the bones as-is using the bone tools.. after that i have not modified them.
if you have saved a skin pose for your bones this is easy, if you haven't - hopefully you haven't changed the pose they were in when you applied the skin modifier.
to save skin pose Alt+right click, in one of the left quad menus you'll see options to save a skin pose
get the bones into their skin/bind pose
Disable always deform in advanced settings of the skin modifier - make sure the reference frame matches the frame your skin pose is at
Select all the bones
Alt+right click and choose freeze transform from one of the left quad menus
Doing this wipes out all constraints etc. you might have on your bones but it also has the handy side effect of zeroing out all their rotations.
Re-enable Always deform in the skin modifier
You should be good to go at this point..
Freezing transforms doesn't prevent gimbal lock but it does make your gimbal space gizmo the same as the local space gizmo at bind time - which is the best possible starting point.
A finger joint shouldn't lock anyway - it's only one axis