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thecolclough:
the other thing that would be interesting to know is, where have you used IK chains within that rig?  is it just one for each limb, or is it a more complex setup?

johnar:
Thanks for replies and comments.
 The joint limits i've posted are still not necessarilly the final settings, but so far is behaving pretty well with froyd.


--- Quote ---http://where have you used IK chains within that rig?  is it just one for each limb, or is it a more complex setup?
--- End quote ---


 So far, its only 2 bones per IK chain.
 On both sides its:
 Shoulder -> Bicep
 bicep -> forearm.
 Thigh -> shin.
 Heel -> toe.
 I've left the wrist and fingers FK, and the neck as well.
 Its probably far from the 'correct' way of doing it, but so far am getting results.
 Feel more comfortable dragging the arm in to position with IK, then animating hands and wrist FK. (i can use sequences i already have for animating FK hands, and positioning the arm, IK,  before positioning the wrist is seeming a more exact way of getting the final pose.
 I'm treating legs the same. Dragging the leg from bottom of shin bone, IK, and then final positioning of heel and toes, although i'm using IK, heel -> toes, for final position of feet.
 Its a work in progress.
 Was having trouble with longer IK chains, crashing, but now realise that was more the 'what i was doing', rather than an anim8or problem. So will go for longer chains in the future, as i get more used to the idea of how it all happens.
 Thanks for asking. Happy to share, at risk of ridicule. Lol.

ENSONIQ5:
I haven't worked with Anim8or's IK (yet!) but I have worked with it in Carrara many times.  I think your method is spot on johnar, effectively setting the wrist joint as the IK terminator.  Anything you need full control over, such as hand position and finger joint angles, should be left FK.  It might help to think of it like the way you think of using your hand to, say, grab a glass of water.  You think about moving your hand to the right location and angle to grasp the glass, you don't think about angling your shoulder and elbow to position the hand correctly (that would be FK).  Conversely, you don't think about moving your fingertips to the correct location, they are only moved once the hand is in place.  Therefore the hand (or more precisely the wrist joint) would be the ideal IK terminator.

Nice work on IK'ing Froyd, johnar!  I'm looking forward to having a play with Anim8or's IK, it's one of the things that's been on my 'wish list' for as long as I've been working with Anim8or :)

daniel99:
I had an IK chain with 8 bones for a tail. It crashed a couple of times, but then Steve told me he figured what the problem was. Fortunately, he'll fix this problem.
I'm waiting for the next build. Hopefully, we would use IK&FK :)

johnar:
 Thank you ENSONIQ5.

--- Quote ---...the wrist joint as the IK terminator.  Anything you need full control over, such as hand position and finger joint angles, should be left FK
--- End quote ---
It's encouraging, and a relief, to hear that i am actually on the right track.

 Yes, IK in Anim8or has been on many wishlists, i'm sure. And mine as well.
 Now that it's happening, it's really quite magic.
 Must be a ton of work for our one-man band, Steve, the magician.
 You really must try it when you can. I'm sure feedback to steve, from someone like yourself who is familiar with IK, would be extremely helpfull in the planning and progress of anim8ors IK system.
  I must say, so far it's coming along quite magnificently. Potentially, absolutely top notch.
  Cheers ENSONIQ5. Good to hear from you.  :)

daniel99: thanks for that. Good to hear.  :)

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