General Category > Ongoing Anim8or Development
IK tool
Steve:
The keys could be still be set in the final design. The big thing now that needs work is keeping IK effectors' positions locked between keys and using IK to supply the intermediate values. The idea is that you can adjust individual joints in the middle of the chain to refine the motion while still using the overall IK behavior. I'm not exactly sure what will work best yet.
daniel99:
I found I can scale the handles when I had the handles too big for one of my figures. But the capability to key the bones without moving the selected IK chain is a damn good idea, johnar. I usually move it a bit. But would be practical if we could have in the IK Chain Scene Editor the possibility to Add Key (next to the "Lock Position"), same as in Key Value Editor for the bones.
But for the moment, I can deal with that with no problem. The biggest update I'm waiting for is the possibility to use Forward and Inverse Kinematics. So, I can't wait to try the new build. Steve is working to find a solution for the end-effectors, and that would be awesome for animating walks and organic motion. :D :D :D
nemyax:
--- Quote from: Steve on September 19, 2016, 12:07:47 pm ---I'm not exactly sure what will work best yet.
--- End quote ---
Pole vector?
johnar:
steve
Scaling and moving the IK handle makes things a lot easier.
Thanks for the tip. :)
ENSONIQ5:
I loaded 1247 this evening and have had a play with IK, so far everything is working as it should (though I haven't tested everything yet). I have some chains of 12+ bones, no problem, but I did have a crash when I attempted to chain 20+ bones (I will attempt to recreate the fault). The only other thing I've found, and I'm not sure it's a bug (could be my local settings) but when 'playing' a sequence to check motion it isn't possible to stop the playback after about 20 or 30 frames. Attempting to stop it results in the circling cursor and the window 'whiting out', and nothing can be clicked. The playback continues to the end, once it completes everything comes good.
I have some experience with Carrara's IK setup so I thought it might be beneficial to provide a comparison. Anim8or's IK is at least as powerful and simple to use as Carrara's, which is a pretty amazing achievement Steve since that package has had $$$ worth of development. The only advantage with Carrara's system over Anim8or's that I can detect is that IK can be applied to a boneless object hierarchy, ie. bones are not required. The equivalent would be the ability to set the joint type when setting an object element as the child of another object element in Scene mode, with no Figure required, and the setting of IK chains across these elements. This allows for some more complex joints, such as sliders (like hydraulic rams). Truthfully, it's a minor advantage that would seem (from my awestruck perspective) to require an awful lot of work that I don't think would be worth it to be honest. There's other ways to achieve the same effect with the existing setup.
One big advantage with Anim8or's system is the ability to lock effectors in Scene mode. I haven't played with this (yet) but certainly plan to, its positive impact on the ability to create realistic walking action cannot be overstated!
I'm adding IK to an existing project (T-Rex skeleton) and hope to have something to show for it soon, and I'll let you know if I find anything that doesn't work as expected. This is seriously the coolest thing to happen to Anim8or in ages, can't thank you enough Steve!
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