15 February 2006

"Zero" transformation on Controller

Kadangkala, setelah proses rigging selesai dilakukan, biasanya kita akan membuat beberapa control tambahan.. contohnya seperti circle ini.
*Sometimes, after the rigging process done, usually we'll make some additional controller..like this circle.



tetapi liat pada channel box, pada saat relax/rest pose, rotasinya udah ada nilai...ini ga bagus buat dikasi ke animator, pasti mencak2...
*But look at the channel box, on relax pose, the rotation is not 0, there is already a value, this is not good for animator to start animate with...

masalahnya..kalo kita freeze transformationnya.. pivot dari rotasi juga ikut dihapus..jadi balek aja ngikutin world mode. buat apa kalo shapenya yg ngikut arah joint tetapi pivotnya ngak?
*The problem is, when we freeze it's transformation, the circle pivot is reset too, back to the world mode. What's the point if the shape/translate follow the joint direction but not the rotation direction?

solusi gw ialah dengan menggunakan sebuah empty group. kemudian masukin nilai rotasi yg sama dengan nilai rotasi dari circle tersebut, cara termudah ialah dengan : PARENT EMPTY GROUP TO CIRCLE, SET ROTATION VALUE TO 0, UN-PARENT BACK.
*My solution is to use empty group. Then put in the circle value to that empty group, the easiest way is : PARENT EMPTY GROUP TO CIRCLE, SET ROTATION VALUE TO 0, UN-PARENT BACK.

To get circle rotation become 0, middle-drag it to the empty group to become the CHILD of the empty group.

This is the result:



Kenapa dilakukan hal ini? ketika animator mulai meng-animate..mereka tidak mau buka tutup balek window outliner buat menyeleksi EMPTY GROUP (asumsi kalo kita parent circle ke empty group).. jauh lebih mudah dengan menyeleksi di viewport, apalagi kalo controllernya banyak...
*Why are we doing this? When animator start to animate, they don't want to open-close-open outliner to just select the empty group (assuming if we parent the circle to the empty group).. It's much easier to select in the viewport, especially when there are a lot of controllers...