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A.R.T Trouble testing the forearm roll.


I don't understand how I can test the forearm roll while skinning. For me to test how it works I have to generate the control rig.

I'm assuming the hand is connected to the forearm roll, however this doesn't react in skinning mode. Then again I don't know what the roll on the wrist is for. Can anyone clarify?


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asked Oct 10 '14 at 10:11 AM in Everything Else

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Sure! I test this by rotating the hand a set amount, say 60 degrees in X, and then rotating the forearm twist bone 30 degrees in X. That relationship is the default behavior in the rig. Foretwist gets 50% X rotation of hand. I just set some keys and make sure the extremes are looking good. For the arm rolls in the upper arm, the default behavior is that the arm roll counter the upperarm twist by 100%. So if I were to rotate the upper arm -90 in X, I'd rotate the arm roll 90 in X.

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answered Oct 10 '14 at 05:54 PM

avatar image Crofty Oct 14 '14 at 09:49 AM

Thanks for the reply, this was very helpful. Any other suggestions when it comes to skinning alternative limbs in the ART tool, or behaviors of the control rig? Also is there a skinned character example that unreal has so we can see how it works in practice? That would be awesome.

avatar image Jeremy Ernst STAFF Oct 15 '14 at 01:13 AM

Those and the thigh/calf twists are pretty much the only joints driven by the rig in an automated fashion that would effect weighting. The thigh twist behavior is exactly the same as the armroll and the calf twist the same as the forearms.

There isn't a supplied skinned mesh that shows those off. That's a great idea. I'll talk with some people and see if there is a model we could release on the rig that has those weighted. Perhaps the matinee fight scene soldier.

avatar image Crofty Oct 15 '14 at 08:32 PM

Nice one. That would be really beneficial. : )

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