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IK tool

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Steve:
johnar: I just posted build 1255 that should address some of your concerns about switching between IK and FK. The main differences are:

1) Only one track ball shown. Normally it is for the most recently clicked bone in Bone Rotate mode. If that one has been deselected then it picks another one.
2) Bone selections are preserved when switching between IK, FK (and other tools).
3) There is a new hot key for "Key All Bones" Ctrl-K.
   Question 1: should this also key all morph targets, like Key All Selected Bones + Morph Targets does?
   Question 2: this set's keys for all bones in all figures, as it always has. This could be a problem for large scenes. Should I change it to only key things in any figure with at lease one selected bone? It seems like something like this is needed.
4) I've added the first part of Folders for Bones. You can add bones to folders, just like you can for objects, scenes, etc. They are currently grouped in the time-track by folder but this is a work in progress. The folder isn't shown and you can't expand or collapse folders, etc. because I haven't finished that code yet.

Give the new IK-FK transition changes a try and let me know what you think!

johnar:
 Hi steve.
 That's awesome stuff.
 Will get a chance to give 1255 a spin tonite, and will get back to you on that.
 I can answer your questions now tho.


--- Quote ---Question 1: should this also key all morph targets, like Key All Selected Bones + Morph Targets does?
--- End quote ---
I don't think 'key all bones' should key all morph targets as well.
 With character animation, morph targets are probably mostly used for facial expressions, lip sync etc, and not necessarily in tune with the movement of the figure. So, in these cases, you
would be animating bones and morph targets quite seperately, and would not necessarilly be wanting to create any morph keys while animating the rig.
 Being able to key 'selected bones and morph targets', as we can now, already gives the
ability to choose morphs as well 'when required'.

 
--- Quote ---Question 2: this set's keys for all bones in all figures, as it always has........
--- End quote ---
Key all bones could key just the bones of the selected figure?
 Its only a mouse click to select extra figures if you want all bones keyed in them as well.
 Keying 'just the selected figure' could save a lot of unnecessary keys in the file.
 
 will sign off for now, and get back to you soon.
 Thanks steve. Magic.

 

 

daniel99:
Nice work, Steve!
Just a little something I've just noticed. When I drag outside the work area, it seems the figure change position... I usually drag outside to reset the last action, but now it jumps :D
Btw. Any idea when you'll be able to fix the end effectors not to wiggle around?
Thanks.
Keep up the good work.


Steve:
danien99: I can repro this bug - I'll fix it. As for the end effectors staying put, I'm working on it. There's a lot of code to change to integrate it with the existing controllers.

thecolclough:

--- Quote from: Steve on October 09, 2016, 07:11:43 pm ---Question 2 ... Should I change it to only key things in any figure with at lease one selected bone?
--- End quote ---
i'd definitely prefer this option

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