Comments (4)
Wondering how that behaves when animated. My guess is that you end up having less keys to deal with but way more back and forward while posing than usual systems. Nice to have.
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@jdrese It is a request from our animSup. Provably I will implementer first in a version 2.0 and later if the addition works as expected I will consolidate it as an optional feature
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Removed leg_2jnt this component doesn't need the new roll control
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Change new control functionality to work as an offset value of the roll channel. Not moving the upv_ctl
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Related Issues (20)
- deleted
- chain_01 won't build when set to IK only.
- leg_2jnt_02: auto thickness not calculate correctly mid position HOT 1
- New Components: UI Slider and Container HOT 1
- S_Spine change the relative connections
- foot_bk_01 component roll_ctrl issue HOT 3
- shifter_classic_components: S_Spine optional hip joint HOT 1
- leg_2jnt_ms_01: IK/FK Leg rotation values not zeroed when set to FK
- Ik Pos switch space not working in synoptic with arm_2jnt_freeTangents_01 HOT 1
- global scaling of “blend_leg_L0_0_jnt” and “blend_leg_R0_0_jnt” is incorrect
- cable_01: New component
- Legs leg_L0_fk2_mth nodes need to be parented under foot_L0_fk_ref to take into account rolling and extra IK controls HOT 1
- SDK manager special component from Justin Pedersen
- arm_2jnt_04 align wrist to guide
- option to turn off lip collision on mouth component
- lite_chain_stack_02 component: add blend option to turn off the connection
- chain_spring_lite_stack_master_01: New component
- Control_01 component space switching with mgear viewport menu HOT 1
- add attributes to track IK and FK controls in limbs and mth nodes
- Shifter: leg_3jnt_02 review and update the component
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