#IK Problems
I'm having a devil of a time with a walking skeleton. Using paths for the
footsteps, I don't seem to have enough flexibility to have this thing take a
couple dozen steps and get into a car. So I'm using the follow object process
having the feet follow dummy boxes, and the base object, the pelvis, a third
dummy box. I've got all the keys for the footsteps totally down. If not for
the rest of the skeleton, the legs would look excellent. But I have to bring
the rest of it along, thus the third dummy box. When I cranked the position
tolerance high enough so that the pelvis dummy doesn't cancel out my footsteps,
the knee joint via the femur goes wacky and either it gets knock-kneed or
bowlegged, regardless of how I have the joint parameters set. Is there any way
to solve any of this? The relative motion variable seems to affect most
everything. There seem to be a lot of things working for and against each
other here.
Is it my system, or does the fast preview not really live up to its name? As it
is, I can't seem to get more than 3 or 4 frames per second. I would think that
it would have to do something like at least 15 to be able to qualify to be
called fast. As is, there's no advantage over regular preview. I can get very
reliable 15 frames per second and sometimes 30 frames per second with regular
preview make. What's up?
Roger D.