These joints (at least in my biped character) have non-zero values in rotations: l_Arm_Elbow_Curve_Jnt l_Arm_Shoulder_TwistOffset_Jnt l_Leg_Hip_TwistOffset_Jnt l_Leg_Upper_Twist_01_Jnt l_Leg_Knee_Curve_Jnt r_Arm_Elbow_Curve_Jnt r_Arm_Shoulder_TwistOffset_Jnt r_Leg_Hip_TwistOffset_Jnt r_Leg_Knee_Curve_Jnt I was wondering if that was left this way intentionally, or it could be frozen (zeroed out)?
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Hey Andrey, good find! I have put in a fix in rrm3_installers_BETA_2023_10_04 which should resolve those rotational values on the vurve and offset joints. there might be a very small amount of rotation due to slight errors in Maya's math, but the large rotational values should be clean now.
Dustin