I created a mapped out avatar for keyframing, I was creating some kung fu motions from images, and I kept running into scenarios with incorrectly twisted limbs that came back to haunt me later in the motion - over time the limbs drift slightly off every time you move them, especially with complex kung fu moves that extremely contort the body. You only see the drift after about 1 hour of extensive keyframing. - that's when you see the gizmo go off center.
After I mapped out the avatar, i was able to cut down on errors by not over twisting any one limb, so for example, when I want the palm facing up, I twist from the shoulder a little, then a little from the forearm, then lastly the wrists.
Think of it like this, it's not so much that your wrists are squeeze twisting, as much as you are placing too much twist on solely the wrist, look at your own palms go up naturally - it's not just your wrists that turn. - since iclone doesn't carry over the twist, it's easy to move the character unnaturally....if you focus on how the body naturally moves, it will go smoother and not break the mesh, as the ik chain is adjusted to a natural setting with the mesh. ( as opposed to robotic which is also a style where parts turn in sections )
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"To define Tao is to defile it" - Lao Tzu
Edited
7 Years Ago by
planetstardragon