Hi,
I'm having some trouble mirroring a wrist of a character rig. 3DSMax turns the bones 180 degrees, resulting in abrupt rotation when hitting the 360 limit. Please have a look at the visual below. I only rotated the wrist a few degrees counterwise on that picture. The 360 limit is on the top of the arm, instead of on the bottom.
Does anyone have a solution for this kind of problem?
Thanks,
Thomas
EDIT:
I forgot to add crucial detail. I use 3 twist bones with some standard scripting and linking which can be found in the official tutorials.
CODE
matParent = inverse lowerArmRBone.transform;
matHand = handRCTRL.transform;
matResult = matHand * matParent;
rotQuat = matResult.rotation;
rotEuler = quatToEuler rotQuat order:3;
twist = rotEuler.z;
twist = twist * autoTwist / 100.0;
twist = twist + wristTwist;
twist = degToRad twist;
AutoTwist and WristTwist are custom attributes on handRCTRL
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greets,
Thomas