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Change local rotation of controls

(neck IK_01 component) is there a way to make the controls local space match that of the world while the joints maintain their orientation? I know i can just rotate the control vertices but that’s not going to change the local orientation of the controls themselves… second question is, is this kinda tilted orientation normal for something like the neck? I’d imagine the animator would have to rely on the world space to twist the controls which doesn’t seem ideal

sometimes there are options in the component settings to ensure the controls use world space axes. for that component specifically, i’m seeing an option to keep the IK control in world, but not the FK controls.

to answer your second question, i don’t know what your character looks like, but if the character mesh has an angled neck like that, then i would say that that is normal? i personally don’t mind having the neck controls oriented to follow the flow of the neck. but i guess it all depends on what the animators are asking for and what the character will need to be doing.

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