General Category > Ongoing Anim8or Development
Current Development Release - Build 1269, February 14, 2017
daniel99:
Seen it now. :D
But...for the part where you'll only move the knee and the foot stick to the ground position, that could be accomplished with the locking of the end-effects. Steve is working on that.
But the rest I would find it a little hard to work with, the resizing bones in special...
I dunno, the IK tool works amazingly so far.
nemyax:
daniel99
This has nothing to do with IK. It's about editing skeleton proportions. The chains in the example don't have any IK setup at all.
daniel99:
nemyax: Oh, I get it now :D
cooldude234:
--- Quote from: nemyax on September 22, 2016, 02:36:17 am ---Build 1250 marks a version bump: Anim8or is now 0.98b =)
Steve, a small feature request, if I may:
--- End quote ---
I had mentioned a feature request like this little while ago, however this video is a great visual demonstration and hopefully gets implimented.
Steve:
Just a note to say that I just posted build 1253 that supports multiple locked end effectors. Finally got all the bugs fixed (I hope!) Plus I fixed a few Undo issues.
I changes the locked behavior slightly. The locked position is not a goal, not an absolute. I couldn't figure out what semantics to use when more than one effector is locked. I'm still working on this so I may be able to support both absolute locked positions and goals - stay tuned.
It feels like IK is finally starting to look real. There are a few more basic things still missing, most importantly a time track for the locked positions so the effectors won't slip around between key frames.
I had to rewrite a lot of code for this build. Hope I didn't break anything! Please let me know what you think.
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