CompuServe Thread

#IK question

7 messages in this thread
#170186From: Mitch GatesMay 15, 1995 9:59 PM
I've got a question about IK. Let me start by giving an example. Let's say I have a human mesh linked and all the joint parameters set. Is there a way to move the hand and have it affect all of the parent joints up the arm, but stop at the shoulder, so when I move it no keyframes are created for the chest ect? That way I could animate a joint such as the jaw, but not have the head move at all in the process. I hope I am being clear. Let me know if this makes no sense. Thanks Mitch
#170217From: Paul Sanford [LVL5]May 16, 1995 12:35 AM
Basically, yes. When you define your kinematic chain, anything "above" the chain (parental) will be unaffected by any keyframes generated when motion is solved for with IK. Anything below the chain will of course follow it's parent. Something as basic as a jaw I would probably keyframe by hand, FWIW. Paul S.
#170975From: Mitch GatesMay 19, 1995 3:19 PM
Is there no way to do this using the interacive and not the follow method? This is the only way that IK will be worth while to me on this project. I need to be able to animate all of my chains which are all linked to a master chain, all using IK. I have tried using the follow technique, but it does not provide the instant feedback to do this type of animation. BTY, the jaw movement is far from basic. This is a VERY realistic animation of a human head (using Bones), so the joint parameters set for the jaw are pretty complex, much more than a simple single axis rotation. Thanks Mitch
#171004From: Paul Sanford [LVL5]May 19, 1995 8:26 PM
>> Is there no way to do this using the interacive and not the follow method? << I personally love the feel of keyframing using the Interactive Mode of IK, it is a very "natural" way to work for me, sort of like playing with Gumby. All of your joints (correct me if I'm wrong Jonas) will obey their joint parameters this way *for those keyframes*. If you then exit IK, the keyframes will be saved, but the "tweening" done by 3DS/IK will NOT obey your joint parameters, except by chance. You MUST use the follow method for IK to solve for joint parameters accurately. One solution for you might be to super-tweak your animation, maybe setting a keyframe every couple of frames in Interactive Mode. Use more keyframes to get tighter control when there is motion that might be tweened incorrectly by 3DS. I assume you'll lose some nice abilities such as setting joint precedence, I'm not sure. Jonas? Good luck! What's the project for? My dad is an orthodontist… I used to make retainers for him back in high school. <g> Paul S.
#171046From: Jonas Ruikis [ADESK]May 20, 1995 9:54 AM
Hi Mitch and Paul, << I have tried using the follow technique, but it does not provide the instant feedback to do this type of animation. >> I've been animating a stage scene with several musicians lately. I also needed more visual feedback on the interaction of the characters to each other and to stage props while tweeking joint parameters and precedence. I ended up linking all of the major elements of my scene to a dummy and jumped into IK. Lo and behold, I had several human meshes and stage props all visible in the Interactive Mode. This allowed me to still use the follow method but also allowed me to use Interactive to view my results of Joint Parameter modification without having to exit back to the keyframer. I'm still a very strong advocate of the follow method. jonas
#171113From: Ted BoardmanMay 21, 1995 5:11 AM
>> ended up linking all of the major elements of my scene to a dummy << Jonas, great tip, thanks. TedB -Ted Boardman !^NavFont01F000EMGJHG~MG39HG535DF9
#170250From: Jonas Ruikis [ADESK]May 16, 1995 9:28 AM
Hi Mitch, << Is there a way to move the hand and have it affect all of the parent joints up the arm, but stop at the shoulder, so when I move it no keyframes are created for the chest ect? >> Yes.. you would use the follow method and not the interactive method. Please download the following file for an additional tutorial on IK.. File Info for FLIP.ZIP Section: Mesh/Project Files Contributor: 73172,1351 Size: 95951 Submitted: 10/21/94 Type: Binary Accesses: 15 Title: IK Backflip Keys: IK FLIP R4 This is an example of using IK a number of different ways. A woman doing a 1 1/2 back flip off of a diving board. There was no keyframing of the board or the woman on my part. All movement solved for by using IK. This zip includes a solved version and an unsolved version so that the R3 users can compare the two files. Note also the flip.zip (a flip.fli) in the Animations section of the lib. IK'd and uploaded by jonas.