#IK woman sprint upload
11 messages in this thread
To all,
I've uploaded a 60 frame 15fps fli. of the IK_WOMAN.3ds dropping
as if into sprinter's blocks, then taking off. The file is called
IKSPRINT.ZIP, around 100kb. I used IK to solve all but a few
motions. It took about 1/2 hour, but it could easliy be done in half
the time. To have done this w/o IK would have taken a loooong time
for me, especially since I've done almost no character work.
Cool! It should be merged within a day or so. Can't wait to see it.
– G
<< IK sprint..>>
It there..She really comes off the blocks quick.. I like it.
>> < IK sprint..> It there..She really comes off the blocks quick.. I like
it. <<
Thanks. I used IK for everything but:
1.) The head raising up while in the blocks. Raising the head with IK made
her stand up!
2.) Lifted and lowered the main dummy object at her hips a nudge to give that
pre-takeoff flinch. Then I had to reposition her feet to keep them on the
ground.
3.) The motion of the master dummy forward and general up and down tweaking to
keep her feet & hands on the ground.
The biggest problem I had was being careless when I started
moving her. I was haphazardly moving fingers & palms for the
positions. This made it confusing when I had to copy keys, etc.
Should have just stuck with the palms until the end, then curled the
fingers.
Hi Paul,
<< The biggest problem I had was being careless when I started moving her.
>>
This was my problem too. I had to start thinking about how the main
mass moved in space and time and then think about the individual
pieces…When you were trying to get her head to come up, did you set
a very short hierarchical chain? (ie. neck to Head) Are you using
follow objects for the IK solving or Interactive mode?
>> Are you using follow objects for the IK solving or Interactive mode? <<
Oops! I completely forgot about manipulating her by resetting
the hierarchical chains. Obviously I could have limited the chain to
neck and head to make her raise her head alone… I did all the IK
manipulations in Interactive mode. Its such a gas to grab a finger
and pull her all over the place, then grab a foot and flip her
about. Its such a fun mesh to begin with, and looks great (better?)
in wireframe.
<< I did all the IK manipulations in Interactive mode. >>
Understand that using IK's Interactive Mode *only* guarentees the
solving regarding joint parameters at the current frame. All of the
precedding frames are interpolated and not solved. If you want your
animation to respect joint parameters on *each-and-every* frame, then
you must use solve using follow objects. I only use interactive mode
to review the solved by follow object animation and not to set key
frame data.
Interactive Mode vs. IK solve using follow objects:
So in the Randy the walking egret tutorial, his walk is assured
to follow the restrictions of his joint parameters because IK solved
the motion using follow objects… whereas the flapping wings done in
Interactive Mode are not guaranteed to obey joint constraints between
Interactive keyframes? I thought I had RTFM, but maybe I just made
some assumptions.
To guarantee obeyance of joint constraints for the wings, could I
set up a wing keyframe position in Interactive Mode, then exit IM and
set the kinematic chain and have it solve for follow objects
(following the wing or wing dummy)? Do I have to do this seperately
for each keyframe, or can I have it solve for the entire animation
for that k. chain once? I don't have to rely on motion created in
the Keyframer, as seemed to be the case for the tutorials, do I?
>> I only use interactive mode to review the solved by follow object
animation and not to set key frame data. <<
Basically my question is _can_ key frame data be set in
Interactive Mode, which can be used as a basis for follow objects?
<< Interactive Mode vs. IK solve using follow objects: Basically
my question is _can_ key frame data be set in Interactive Mode, which
can be used as a basis for follow objects? >>
yes you can but I haven't. When I was IKing the backflip, I had the
diving board, some follow dummies which may or may not have been
linked to anything and the woman. In interactive mode, I can only see
the objects that are part of the chain and nothing else but I needed
to see the whole scene for placement of my dummies. Also, I needed
positional and velocity contro through a series of frames so
Interactive would not have given me that level of control. I was able
to achieve that in the Keyframer, placing the dummies and then useing
Tempo for the velocity.
I think I hear that you want to flap 1 bird wing in Interactive, and
then have IK solve for other wings in the scene based on the follow
object being the tip of the interactively solved wing. You should be
able to do this if you want.
>> I think I hear that you want to flap 1 bird wing in Interactive,
and then have IK solve for other wings in the scene based on the
follow object being the tip of the interactively solved wing. You
should be able to do this if you want. <<
Actually, that hadn't occured to me, but that does help answer
my question(s). With the wing example, I suppose it wouldn't work
because you would want to mirror the motion, not copy/follow it. My
concern is to use Interactive to place keyframe positions (which do
follow joint constraints on the keyframes) for a wing, wingtip,
whatever, then make sure IK solves the 'tweens with the constraints.
Sounds like it should.
I downloaded your backflip.fli, its pretty cool! I still
haven't looked at your .prj files to see the movements, especially of
the dummy objects. Will do that soon.
<< I downloaded your backflip.fli, its pretty cool! I still haven't
looked at your .prj files to see the movements, especially of the
dummy objects. Will do that soon. >>
I learned something from doing the flip. One of the lessons was to
isolate the movement of a particular limb, ie. the knees for example,
they had to come up nice and clean, however "how to point the toes"
during the move so the diving coach would be happy was a puzzler. 🙂
I hope you like the 2 project files.
Those of you who don't have R4 yet will also be able to review and
compare these two project files.