General Category > Ongoing Anim8or Development
IK tool
nemyax:
--- Quote from: Steve on July 23, 2016, 02:51:32 pm ---Without limits you can get some strange
--- End quote ---
I find that currently you can't even use IK unless you set up some limits.
--- Quote from: Steve on July 23, 2016, 02:51:32 pm ---different IK solvers
--- End quote ---
Do you mean regular IK and spline IK?
daniel99:
Hey, Steve!
I was out for a walk with my gf, and when I got home, seeing the new build I was like "Wow, that's a great Birthday Gift for me from Steve" :)
I love the IK updates.
* I would say it's sad 'cause we can't lock more than one bone. When making a quadruped, would be useful to be able to lock all limbs.
** Also, there's kinda bug, I guess, when the foot doesn't stick in place (0:33 in vid)
When animating, it sticks in place, but when you playback, it kinda wiggles.
It's great this new addition, even with the foot locked, you can still move it by shins.
And also a bug that sometimes happen, the bone snaps back in place, and I have to restart Anim8or. (0:00 to 0:30 in video)
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Steve:
nemyax: Anim8or's IK doesn't work very well with unrestricted joints. There isn't any limitation to how the boned can bend and it just goes whacky. This is because the only current IK solver is very general. When you define joint limits Anim8or uses the default angle as the preferred angle. Programs like 3DStudio Max have multiple solvers, including ones specially designed to model a human arm or leg (ball socket at the hip/shoulder, hinge at the knee/elbow) and they mimic how these joints work. To do this in Anim8or with the current solver you need to give the knee/elbow one degree of freedom (and don't let it bend backwards unless it's a bird's leg!) and the hip/shoulder all 3 degrees. I'll be adding different solvers once the overall interface is more or less final.
daniel99: Yes, the snapping back looks like a bug. I'll investigate. As for the locked joint slipping, I'm aware of this. The plan is to add locked positions as animatable properties and keep the position locked as frames are interpolated. This requires doing IK on each frame, which is in the works but not yet finished. Once this is finished the slipping won't happen.
As for locking more bones, yes! this is what I want to do. I just haven't yet come up with a good overall definition for how this should work yet.
daniel99:
Steve:
Thanks, man! I can't wait :D That's amazing! And I really love all these weekly updates/builds.
nemyax:
--- Quote from: Steve on September 05, 2016, 06:59:43 pm ---I'll be adding different solvers once the overall interface is more or less final.
--- End quote ---
Wouldn't a single generic solver for non-spline IK be better? One that would support a pole vector, stiffness settings, rotation limits, axis locks, etc.?
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