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Messages - nemyax

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61
Ongoing Anim8or Development / Re: IK tool
« on: October 16, 2016, 05:10:27 pm »
arbitrary bone hierarchies - something that I certainly see the value in but I want to hold off on adding until I get all the things I'm working on now more or less finished.

I'd like to start concentrating on getting another "official" release out, with updated documentation and web site - then on to better bone structures, etc.:)
Fair enough! It's good to know you've got arbitrary hierarchies in the back of your mind.

62
Ongoing Anim8or Development / Re: IK tool
« on: October 16, 2016, 03:23:06 pm »
When the "locked" effectors are animated (I'm working on this now :) ) they will move in a manner similar to any other key-animated point, along with the position of the figure.
This is excellent news. Thanks for clearing it up.

A better term might be "active" or "enabled" or "???". Any ideas?
"Enabled" sounds fine.

Steve
If I may be so bold as to request something big =) You're now working on animated transforms for effectors, so they are going to have the power to float about. Chained bones don't have this power in Anim8or. So how about making it possible to start bone chains from effectors, like you can do now from the root bone? This would enable the user to move skeleton parts about freely (not as far as IK lets them, but anywhere at all), while retaining the chained nature of bones.

63
Ongoing Anim8or Development / Re: IK tool
« on: October 16, 2016, 01:46:27 pm »
Anim8or has keys, just as any other animation program, and a 'lock' key is really just a 'hold' key anyway, which will 'lock, or hold' that position until a different key is set, in which case it has become 'unheld, or unlocked'.
Not quite. A position hold is only a special case of animated position. That's why I'm emphasising that the generic ability to animate the effector position is needed.

64
Ongoing Anim8or Development / Re: IK tool
« on: October 16, 2016, 03:20:02 am »
I lock the feet of a character, then moving the body. The feet are kept in place. When I make a step, I move the locked foot using its controller.
Without the IK, animating a walk is a bit annoying, because the feet will always kinda slip.
Consider these animation keys from a different animation program that doesn't have the concept of "locks" and doesn't need it. They are position keys for the IK target of the right foot in a walk cycle (left/right, backward/forward and up/down).

There's no micromanagement to it, it's pure holds and slopes, which an animator understands immediately. All you need to do to animate a "lock" is go to the frame directly before the "unlock" should happen and set a position key, creating a hold.
You don't have to keep track of something called a "lock", and you animate the motion of the end effector like you would animate anything: hold, jump forward in an arc, hold, jump forward. As for the foot staying planted, it should do that anyway as long as IK is enabled.
I believe that if the IK end effector has animatable transforms (position, rotation and scale) and an animatable IK on/off switch, it has  everything. (Well, almost everything; some kind of IK chain twist control would also help so you can swing the IK chain left and right.)

65
Ongoing Anim8or Development / Re: IK tool
« on: October 15, 2016, 07:10:00 pm »
I lock my character's feet, and just animate the walk.
What happens when they are unlocked? Do you mean you switch to FK whenever a foot isn't planted on the ground?
Animating locks sounds like a convoluted way to animate the path of the IK chain end effector. Instead of, you know, animating the path of the IK chain end effector.

66
Ongoing Anim8or Development / Re: IK tool
« on: October 15, 2016, 06:07:47 pm »
yes, locked positions and the locked flag will be saved, animated, etc.
But why animate the locked/unlocked state of an effector if you can simply animate its position? It's "locked" at a spot as long as the corresponding position key holds.

67
Ongoing Anim8or Development / Re: IK tool
« on: October 07, 2016, 10:54:49 am »
Steve
Here's an example of this in action (Maya):


Note how the bones are animated with both FK and IK and you can switch between the two. While one is active, a ghost animation of the other is displayed (this is optional).

68
Ongoing Anim8or Development / Re: IK tool
« on: October 07, 2016, 08:39:13 am »
nemyax: I'm not sure what it would mean to have half IK and half FK. Do you move the effector half-way to the goal?
I mean IK animation and FK animation are independent from each other. Which one kicks in depends on which is currently enabled, and the on/off state of IK can be animated.

69
Ongoing Anim8or Development / Re: IK tool
« on: October 06, 2016, 07:23:36 am »
a fluent method of character animation would require being easilly able to flick back and forth  between IK and FK.
This is commonly done by making IK strength a separate animation track where you can set keys in the range 0.0 (full FK) to 1.0 (full IK). In this case, rotation keys are ignored at full IK, and they get more influence as IK strength decreases.
Of course, this requires that IK be based on a real-time solver instead of a system for auto-setting rotation keys as in the current Anim8or.

70
the Edit Bone tool works as intended in ortho views, but not in perspective views (has no effect on length in perspective).
Correction: it does work properly in perspective, but only if you have created the bones in perspective and switched to Edit Bone without changing the view. If you change the view to orthogonal and back again, you get the same symptoms.

71
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.

72
daniel99
Oops! Fixed.

73
Build 1250 marks a version bump: Anim8or is now 0.98b =)
Steve, a small feature request, if I may:

74
Ongoing Anim8or Development / Re: IK tool
« on: September 20, 2016, 03:32:51 am »
I'm not exactly sure what will work best yet.
Pole vector?

75
Ongoing Anim8or Development / Re: IK tool
« on: September 19, 2016, 11:33:36 am »
When you move an IK chain, keys are created, but not selected.
If I'm getting Steve's idea right, these keys are a temporary solution anyway (or at least only a secondary solution). When animating with IK, you generally set keys on the target, not on the chain members. In the final version, to change the motion, you only have to reposition the target, and the chain will still follow it wherever it goes, without being keyed.

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