Can of worm about interpolation done by computer:
When you animate in Local mode: if you ever touched gimbal or first axis rotation (they have an angle), then all your rotation along a local axis will not be interpolated nicely (so that it follows the rotation along that axis) anymore. This is one more reason that You need Constant interpolation (Step Tangents) when you are blocking out. once you do linear with so few keys, all the curves will be messed up.
The Joint Orientation (needs to be confirmed, VERY VERY IMPORTANT)
Orientation axis of polygon or joint have one thing in common, it “makes stuff rotate” but keep the rotation values ZERO.
For polygons Rotate Axis in the transform node is the same as the local translation axis. You may go into transform node and change the rotation axis, It is apparently only altering the geometry behavior, the local or gimbal rotation handle still points the same way, but the geometry is skewed, so that Object mode of translation will change, scale will change
For Joint, we are given a new tab inside the Transform node. the Joint Orient, Joint Orient DOES modify the local or gimbal rotation direction, But in the process you might have changed x axis not to be twist axis anymore. Joint Orient can be accessed from the ctrlA, or can use component mode’s “?” button to rotate manually (MOST VISUAL), or the joint Orient tool in skeleton-> to set x as twist.
Best way: orient constrain to the desired degree, then ctrlX the rotation value to joint orientation. so that R is set to all 0 and joint orientation is set to the desired value.Or better: just unparent the child joint, the duplicate the parent joint, then move the duplicated joint in object mode, as the x will point to the child joint. (make sure that there are no rotation value on any joints)
Or Even Better: Insert Joint tool from maya, it will auto align the x axis.
What I did for the arm:
drew bones using v snap, so that I don’t need to manual rotate Joint Orient. I created 3 joints to account for true non gimbal twist. change to zxy, I use a curve, change to zxy, reorient rotate axis, with f8, so that z and y rotation are along the oblong, and x is the twist, there might be + – sign problems. Easier snap to elbow, match orientation. Use a null, do the same and parent curve to null to nullify the rotation values.
NOW, IK can’t work, and IK will move all the the joints, I want certain joints unaffected.
Apparently 3 joints arm will not work, as the Ik solver will freak out. There will not be true twist. and rotation will be
Problems:1 geo is in IK handle now, but Geo is not rotating With the joint. it is normal right?
2. IK to FK, FK to IK transition. what to key,
3. We have a snap problem in the 3 joint arm (first joint zxy, all enable, second join xyz, yz limit to 0), as 3 joint will have multiple planes to define, I hope the extreme short distance between them will solve that problem, and there is a pole vector problem, as it is aligned with the first joint, But the principle appearance is determined by the true twist. how to manipulate pole vector to make sure that it is pointing to the apparent?
3, how come we can move Fk and Ik at the same time?
4, the hypershade, hyperArchy twist is interesting, but the premises is that the twist is the true twist right?
interestingly Enough:we can use that parent tool to combine none polygons.


