CompuServe Thread

#IK rotation problem

3 messages in this thread
#161654From: Brian V. McGroartyMar 29, 1995 11:26 PM
One of our artists asked me to post a query on his behalf… He is trying to create a segmented wing for a bird-like critter which can be used in the inverse kinematics package. He is creating alternate wing-surface and dummy objects. All objects are linked parent->child. The dummy objects are apparently rotated in such a way as to provide the local coordinate systems in which to rotate on vertices aligned with the edge – that is, the vertice representing the edge shared by the two objects adjacent the dummy. In some cases this has worked, however sometimes objects fail to "see" their proper rotation system and fail to rotate properly, i.e. along normal global vertices. Has anyone any idea as to what he might be missing or, alternately, is there anyone he can call directly at AutoDesk or outside the company who has already dealt with the inverse kinematics system in order to save his sanity? Thus far the tech support folks don't seem to have spent time with the IK system. Thanks! Brian V. McGroarty High Voltage Software
#161749From: Steven ElliottMar 30, 1995 11:50 AM
Brian, If I understand you correctly, it appears that your problem lies in either the definition of the joint parameters, placement of the pivot points, or the alignment of wing objects' local axes. Have your artist carefully check the pviot points and joint parmeters of all objects. Analyzing and adjusting the local axes gets trickier. Did your artist model the wings using a lot of vertex and element editing, or by attaching objects? Use of these techniques can result in local axis alignments that you may not expect. Turning on the Axis option in the Joint Parameters or Interactive displays will help you to analyze the local axes for each object. If you decide that the local axes are misaligned you can use commands such as Reset Xform or Object Attach to alter their orientation. Make sure that you unlink the objects before perfoming these commands and then re-link them when you are done. Steven
#161909From: Phillip L. MillerMar 31, 1995 10:37 AM
>> The dummy objects are apparently rotated in such a way as to provide the local coordinate systems in which to rotate on vertices aligned with the edge Ensure that the objects' pivot points are properly located. The pivot is the point about which objects _always_ rotate in the Keyframer. >>In some cases this has worked, however sometimes objects fail to "see" their proper rotation system and fail to rotate properly, i.e. along normal global vertices. All rotations in IK are in reaard to that object's (internal) local axis. The bounding box shows you the general orientation and you can see the actual axes orientation with the Object Pivot command. In addition, each objects slides along the axis of its parent. The object's orientation in the world (global) has no effect on its rotation. Hope that helped, – Phil