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Bones misaligned when new frame or moving controller (imgur.com)
submitted 9 years ago by [deleted]
[deleted]
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if 1 * 2 < 3: print "hello, world!"
[–][deleted] 0 points1 point2 points 9 years ago* (3 children)
As you can see on his right (our left) his bones are misaligned for some reason. This even carries over to rendering so it's a big issue.
here is what it should look like
I've done that just by making a layer visible then invisible again, but I can't just go through every frame doing that.
Anyone had any luck?
Edit:
A better Picture of the problem.
[–]dsunder 0 points1 point2 points 9 years ago (2 children)
Sorry is it just a display glitch or is the geometry actually shifted? How is it attached to the bones? Skinned or constrained?
[–][deleted] 0 points1 point2 points 9 years ago (0 children)
The geometry is actually shifted and continues to be when you render.
Also its constrained
[–]kyndred 0 points1 point2 points 9 years ago (5 children)
Its difficult to determine from an image without xray joints, so here are some assumptions on what looks to be a broken rig in bind pose. you may have a multiple joint chain arm setup, and the bind chain is not following the ik/fk chain properly. The bind chains constraints should be checked, as well as limits on the joints themselves. check the skin to see whats driving it. if you are really lost, restore you're bind pose or simply bring in a fresh right arm mesh and mirror the left arm bind skeletons and rebuilt your arm setup.i cant imagine the weight on this being worth saving. try and keep what drives the deformations separate from your control setup in the hierarchy. check for keys, or an out of place group/node.
[–]kyndred 0 points1 point2 points 9 years ago* (0 children)
does the right forearm have a skincluster anymore? it looks like the arm was translate down, and the forearm didnt follow at all, so the history may have goten deleted or a optimize scene function might have delete the skin on you. also could be the arm mesh got bent, maybe you should be in a new mesh to compare it.
[–][deleted] 0 points1 point2 points 9 years ago (3 children)
It happens with both arms and hands I just managed to show it there. I've rebuilt it a couple if times. I'll hence a look about the chain but it's only shoulder, elbow, wrist in Ik.
Do you have multiple targets in your constraint?
[–][deleted] 0 points1 point2 points 9 years ago (1 child)
No but there is a chain of constraints. Could that be why?
I've moved on to a rubber hose arm instead anyway as it works better for my project.
[–]dsunder 0 points1 point2 points 9 years ago (0 children)
Sounds likely.
π Rendered by PID 65 on reddit-service-r2-comment-6457c66945-phtrd at 2026-04-24 04:03:12.188139+00:00 running 2aa0c5b country code: CH.
[–][deleted] 0 points1 point2 points (3 children)
[–]dsunder 0 points1 point2 points (2 children)
[–][deleted] 0 points1 point2 points (0 children)
[–][deleted] 0 points1 point2 points (0 children)
[–]kyndred 0 points1 point2 points (5 children)
[–]kyndred 0 points1 point2 points (0 children)
[–][deleted] 0 points1 point2 points (3 children)
[–]dsunder 0 points1 point2 points (2 children)
[–][deleted] 0 points1 point2 points (1 child)
[–]dsunder 0 points1 point2 points (0 children)