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Author Topic: IK tool  (Read 13682 times)

johnar

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Re: IK tool
« Reply #90 on: October 30, 2016, 01:41:37 pm »

steve.
Quote
...and a true "locked" effector. I plan to keep the current "goal" effector as well since both can be useful.
Thats great to hear. Appreciate your response.
 It's really a blessing that you now have the time to breath new life into anim8or. She's
becoming a thing of real beauty.
 I could go on and on......Exceptionally well done. Way to go steve.
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I thought the second robot was intentional - it's a good reference for the motion.
true. Was thinking the same thing, but no, not intentional, just couldn't find how to turn it off.

daniel99. Love your enthusiasm. I'm with you .... ANIM8OR ROCKS 
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daniel99

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Re: IK tool
« Reply #91 on: November 18, 2016, 07:56:14 pm »

Hey, Steve! Any new release soon? :D
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Steve

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Re: IK tool
« Reply #92 on: November 18, 2016, 10:05:38 pm »

Yes, I've been working on several things, the biggest part is being able to lock orientation. I haven't been able to get it to work properly however. I'm thinking about making a release with that part disabled.
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daniel99

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Re: IK tool
« Reply #93 on: November 20, 2016, 09:15:55 am »

I rather wait for a bit longer for the orientation lock. I'm so curious how will that work :D
Keep up the good job, man!
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johnar

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Re: IK tool
« Reply #94 on: November 22, 2016, 09:13:07 am »

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"I'm thinking about making a release with that part disabled"
Oh well, that's cool steve.
 
 Can fully understand that anim8or is coming due for a new release, it's unfortunate that IK isn't quite there yet, but the IK work you've done so far has been a real blast.
 All the other updates you've been sharing, since the last official release, have already made Anim8or a new bird, worthy of a new official release anyway.

IK can wait, and besides, we can always open up one of the last 'pre-release builds' if we ever have an inkling to use the existing 'unfinished' IK.

 
« Last Edit: November 22, 2016, 09:14:52 am by johnar »
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daniel99

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Re: IK tool
« Reply #95 on: November 22, 2016, 11:41:02 am »

Agree with Johnar :D Anim8or Rock \m/\m/\m/
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Steve

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Re: IK tool
« Reply #96 on: November 24, 2016, 01:27:52 am »

I went ahead and posted build 1261 without supporting lock orientations in IK chain's. It's still not working well enough :( so I'm going to try another approach.
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daniel99

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Re: IK tool
« Reply #97 on: November 24, 2016, 02:22:31 am »

It crashed just when trying to make a walk...Had IK and Bones active.
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daniel99

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Re: IK tool
« Reply #98 on: November 24, 2016, 02:42:32 am »

Then I tried to open your IKtext.an8 and gave me those controller errors :(
...and also to my other projects...

The l initial crashes happened when I try to move the body by bones, the feet being locked...
I don't have this problem with the previous versions...
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Steve

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Re: IK tool
« Reply #99 on: November 24, 2016, 06:27:31 am »

Rats!  I'll look into it. Must have posted it too soon.  Sorry!!!
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daniel99

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Re: IK tool
« Reply #100 on: November 24, 2016, 07:27:04 am »

No problem, bro! We all appreciate everything you do with anim8or.
So far, the best version for me was 1258. No problem there whatsoever. If only it had orientation lock :D :D :D
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Steve

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Re: IK tool
« Reply #101 on: November 24, 2016, 06:18:01 pm »

daniel99 It looks like you're using build 1250 when you get the "Can't find controller" error. The IK controllers hadn't been added to that build so the error is expected. Does your file load OK in build 1261? If not, can you post it so I  can chase down the problem?
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daniel99

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Re: IK tool
« Reply #102 on: November 24, 2016, 07:50:06 pm »

Oh yea, in that screen shot it seems I must have clicked on 1250. I have all versions in the same folder. Didn't noticed. My bad!

But the consistent initial problem with the 1261 is the crashing when try to move the torso of my character, while the feet are locked.
I dunno why this happens, and never happened in the previous releases. I believe I will still use the 1258 untill the next reliease :(
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johnar

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Re: IK tool
« Reply #103 on: November 27, 2016, 05:35:41 am »

Quote
It's still not working well enough :( so I'm going to try another approach.

 Groovy.  Good luck with that steve, here's hoping the new approach may solve it.

 Speaking of new approaches, i've had an idea in my head for some time, concerning locking effectors in place.
 Remember i know nothing about programming, so it could be a rather non-practical, non-related, non-workable nonsense, but i've always thought it probably works with a similar-(ish) coding method/formula as is used for 'snap to grid'
 But then again, obviously, i have no idea.


P.S. also hav problems with 1261.
 Imported froyd to empty scene and enabled IK, with green key on.
When i click on the IK controller on his toe, it shows locked, (red), and anim8or stops working.
 I can do exactly the same thing in 1258, but when i click on his toe, it shows normally, unlocked, and anim8or is fine.
 Cheers steve

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daniel99

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Re: IK tool
« Reply #104 on: November 27, 2016, 06:41:12 am »

johnar Yeah, sound like what happened to my character. Anim8or just crashes when I try to move let's say the character's pelvis, with the feet locked.
But I'm 1000000000000000% sure Steve will fix that. He's a genius :D :D :D
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