#IK problems
4 messages in this thread
I've been trying to animate the IK Woman and have had problems with movement.
Everytime I move a hand the entire torso moves as well. Is IK not meant for
natural movement? Does the solution involve defining more restrictive rotation
angles?
Hi Jennifer,
<< IK Woman >>
The best results with IK are using the follow method instead of Interactive
mode. Have you seen my little tutorial….?
File Info for FLIP.ZIP
Section: Mesh/Project Files Contributor: 73172,1351 Size: 95951
Submitted: 10/21/94 Type: Binary Accesses: 277
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.
Jennifer,
I was looking back through some old threads and ran across yours. If no one has
answered you, you might try this. Set the start and end in the define chain box
to define the kinematic chain. If you have the release 4 "New Features"
tutorial, it's all in there around page 78. If you are not using follow
objects, I find it best to go in and disable the third axis (the one you can't
control by up/down or right/left movement), in whatever view you are using.
This will eliminate the "twisting" I always seem to have a very hard time
preventing any other way.
Hope this helps some, Terry
"I was looking back through some old threads and ran across yours…"
Thank you for the advice.
Jennifer