You can reset the joint by grabbing the new worldInverseMatrix of the joint and put it into the correct bindPreMatrix of the skinCluster. You need to find out the correct element to plug it into.
On 19 February 2013 03:55, Bradon Webb <[email protected]> wrote: > I'm thinking about adding a flip joint control, because selecting the rail > orientation can have some issues one such issue is that the rail cant be > the edge for the next joint. > > I'm concerned that flipping a joint after it is bind skin might create an > issue. > > anyone have any ideas about that. I could unbind and rebind after the > joint is flipped, but that seems like quite a bit of work. > > -- > You received this message because you are subscribed to the Google Groups > "Python Programming for Autodesk Maya" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to [email protected]. > To post to this group, send email to [email protected]. > For more options, visit https://groups.google.com/groups/opt_out. > > > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. For more options, visit https://groups.google.com/groups/opt_out.
