General Category > Ongoing Anim8or Development
IK tool
justiceiro:
wow, the development of this program has come a far way, hmm. Congrats steve!
neirao:
yes Steve,
i gree with daniel99,
in last week im in facebook 3D group, and talk about Anim8or, some users tellme about think that Anim8or no have news versions... so i tell hers about the new versions only in the forum!!
johnar:
Firstly, i'd like to agree that these updates are amazing. Excellent stuff steve.
The IK is behaving a lot better, but still some problems.
Have been trying first to understand the best way to use it, or, how it works best.
Below is a clip showing feet locked in place using the IK system in 'poser', and dragging the robot around by the hip. His feet will actually leave the ground, but will return to the initial 'locked position' once the legs can again reach the ground.
(please try ignore the 2nd 'still' robot. Just a setting i couldn't find)
This next 1 is Froyd, in anim8or, with both feet locked to the ground, and moving the root bone to move him around.
Please ignore the 'toes'. He's locked at the heal, so the toes are fixable, and no real concern.
Froyd, (anim8or) is acting very similar to robot. (poser)
Well done steve. That's absolutely awesome.
Please note tho, 1 problem i'm seeing.
You'll see with the poser example, the feet are clearly locked to their positions, even when dragged away from the ground, they nearly 'snap' back to where they should be, just as soon as they are capable of reaching those positions again.
But if you have a look at froyd, his right foot starts at the locked position, is dragged off the ground, and returns to a higher position when it should really return back to the original 'locked position'.
This is a fairly mild example.
I guess what i'm saying is, it's really, really close to behaving as it should, but still showing some oddities, as above.
So, all in all, coming along really well, but maybe still some work needed on 'solidly' locking those end effectors into place?
EDIT: steve. I'll keep playing with it, maybe i'm missing something, or just doing something wrong here. Does take a bit of learning. Thanks heaps.
Would be good to hear if anyone else is getting any strange behaviour....
nemyax:
Yes, animated end effectors shouldn't snap to bone ends automatically. A manual snap command would be good enough for when you really need this.
johnar:
yes. (maybe a good idea)
Tho i was really only meaning "nearly snaps", as in 'it goes straight back to the exact same spot it was locked too, and then just doesn't budge from there'.
What i'm really noticing is 'drift'.
I've seen you and steve discussing the idea of less keys. (?)
I'm seeing now that using IK is creating a lot of keys, and wondering if maybe, perhaps, the drifting is happening from influence from a key further along the chain. ?.
Could be completely wrong, of course,.....
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version