CompuServe Thread

#IK Problems

21 messages in this thread
#132126From: Roger DanielsenOct 30, 1994 1:12 AM
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.
#132132From: Jonas Ruikis [ADESK]Oct 30, 1994 2:58 AM
Hi Roger, << Is there any way to solve any of this? >> This is similar to the climbing ladder example. I would first make the person glide over the ground at the rate you'd like tha walk. Tempo is a good tool for this. The feet should be lower than the ground. Now you can have your two feet dummies making your step. If these dummies are linked to the pelvis, they'll move relative to the human mesh. << bowlegged.. >> This was true in the flip.zip project file too. Note the joint parameters in the upper leg in flatflip.prj. Have you had a chance to check it out? Change yours accordingly. When using IK, changing precedence, ranges and the locking and unlocking of rotational limits based on the movement desired, seems to be the mode of operation. You sound close.. jonas[adesk]
#132519From: Roger DanielsenOct 31, 1994 10:17 PM
I'll go back and work on my knock-kneed man in my spare time, whatever that is. But I've come across something else when I tried the stairclimbing block guy. When set up to follow, the hands and feet only followed the dummy boxes after he turned the corner. Is there something deeper there I should be looking for?
#132572From: Phillip L. MillerNov 1, 1994 6:29 AM
Were you following relatively or absolutely – big difference <g>. – Phil
#132192From: Paul Sanford [LVL5]Oct 30, 1994 4:06 PM
>> 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. << That's about the rate I'm getting on a lot of my meshes with a P60. It's nice to get the phong shading with motion, but I guess I was hoping for more speed as well… I agree, preview at 15fps, (even 10fps) is useful more often for my work. Paul D.Sanford [LEVEL 5] P.S. Are you a Packers fan? I'm watching the Vikes kick butt right now. Close game last week, eh?
#132518From: Roger DanielsenOct 31, 1994 10:17 PM
I noticed there was no real official response to the question about preview speed. It would seem that our observations aren't too off base. So I guess it falls in the same category as the browser. Likely candidates if your hard disk is getting full. <g> Yeah, Minnesota has been playing pretty good. I'd trade Brett Favre just to get even Majowski back from the Colts. Even with 2 IPASs to be named later. Although he has been running for more yardage tonight in Chicago than our offense has all year.
#132660From: Mark YankeeNov 1, 1994 12:51 PM
<< I noticed there was no real official response to the question about preview speed. It would seem that our observations aren't too off base. So I guess it falls in the same category as the browser. Likely candidates if your hard disk is getting full. <g> >> I totaly disagree with you Roger. I find the realtime preview ipas very useful, I have used it many times since I recieved r4.
#132719From: david W. mennenohNov 1, 1994 4:56 PM
Mark, I have to agree with RogerD on this one. On anything but the simplest scenes the thing chokes terribly. I'm glad you are getting good use out of it though. I myself find the IK system fantastic, that for me, with the scripting, was the only reason to upgrade.
#132907From: Mark YankeeNov 2, 1994 1:45 PM
David, << On anything but the simplest scenes the thing chokes terribly. >> Yea I suppose but I am still very happy with it and within the next two months when I get a lot better computer I will be even happier. And don't forget that it does create decent color preview animations at any res. you want. Mark
#133014From: david W. mennenohNov 2, 1994 11:15 PM
Hey Mark, yeah, I know, if I had a faster computer I would probably be happier with the fast preview but for now it's just there… I'm planning on buying a P90 in the spring, and I'm sure that'll make a marked difference. As far as making fast color previews, I do use it for that, but it really doesn't seem faster than regular preview. It is color though… Dave Mennenoh
#133034From: CyberdreamsNov 3, 1994 12:48 AM
From what I have seen a P90 is not going to help. I thought Autodesk was getting this coad from a company from London. I have been told that this previewer was very fast and thats what I expected. -Brandon
#133183From: Mark YankeeNov 3, 1994 1:48 PM
David, << As far as making fast color previews, I do use it for that, but it really doesn't seem faster than regular preview. It is color though… >> I decided to see if the standard Keyframer PREVIEW\MAKE command or the new Keyframer Fast Preview MAKE FL? is faster and this is what I got: I previewed everything on the same small animation I had, in the same resoulution, and single sided. The times are in minutes and seconds. The old preview command with faces only 1:23 Keyframe Fast Preview – wire 0:32 flat 1:12 gouraud 1:40 phong 2:02 I think the quality of the old preview command would be closest to the flat Fast Preview but the Fast Preview is color. I did not do this just to prove the Fast Preview is faster I also wanted to know which was faster. Mark
#132737From: Roger DanielsenNov 1, 1994 7:11 PM
I'm glad it's working out for you, but I am curious how it can be of much good if you can't get some reasonable idea of motion and how it relates to final output speed.
#132908From: Mark YankeeNov 2, 1994 1:45 PM
Roger, << I am curious how it can be of much good if you can't get some reasonable idea of motion and how it relates to final output speed. >> I think the real time playback is just good for quick object placement tests but the make fl? feature is a lot better than the standard PREVIEW\MAKE command for motion tests and the final output speed at any res. you want providing you have the right equipment to play it back at the right speed.
#132922From: Roger DanielsenNov 2, 1994 4:09 PM
I disagree about the output that the Fast Preview comes up with when you make a flc. It's very grainy, with totally screwed up palettes. With the plain old preview make, on any old generic run-of-the-mill video card, you can make a preview using every other frame, and play it back at 15 frames, which equals 30 per second, and have real output. Is this thing supposed to obsolete the entire installed base of 486 machines? Because I'd wager a guess that that's the majority of where 3DS resides. Again, I'm happy if it works for you. It just doesn't consist of much more than hard disk fill for honest-to-goodness preview.
#133015From: david W. mennenohNov 2, 1994 11:15 PM
>>It just doesn't consist of much more than hard disk fill for >>honest-to-goodness preview. <BG> Dave Mennenoh
#132711From: david W. mennenohNov 1, 1994 4:19 PM
Roger, PMJI, but yeah I can only get about 4 fps in the fast preview also. I'm pretty sure playing it regular from the keyframer is faster. Some "Fast" renderer huh? It seems to me we payed $300 for just another IPAS disk set, #8 I guess. Oh well, that's Adesk for ya. At least the IK made it worth the money. I for one am sure glad that Yost Group is handling R5 and not Autodesk again. And, I don't think I've seen so many mistakes in a manual in all of my life. What a piece of crap…
#132728From: Phillip L. MillerNov 1, 1994 6:03 PM
This is to everyone following this thread – Have any of you tried the 3DS.SET paramter: FPREVIEW-PLAY-MODE = SKIP ? When this is set to "SKIP", Fpreview will drop frames as necessary to deliver the FPS in the slider. VERY useful and possibly enlightening.! True, it will drop a fair number of frames, but you get a good feel for the _real_ speed of your animation.
#133000From: david W. mennenohNov 2, 1994 10:20 PM
Phil, Yes I've tried the SKIP option and while you are right in that it does give a good idea of the "real Speed" I don't really find it useable. It's like I said before it still chokes on large models. On anything of "normal" scene size, it drops way too many frames to really see what's happening. I do respect Autodesk in their attempts and maybe if I had a Pentium 100 things would be different. But, for now, about the only things I like about R4/Disk 8 are the IK and Scripting functions, which to me justify the cost of the upgrade. I really do wish they would have done the manual better though. There's just a ton of typos, etc. in there and it maddens me when things like that happen. It's like no one went through the tutorials in there. Oh well, I'll stop bitching now. I can figure everything out anyway… Dave Mennenoh
#132798From: bill "digr" lundeenNov 2, 1994 12:33 AM
***I don't think I've seen so many mistakes in a manual in all of my life. What a piece of crap…*** No kidding!
#132617From: Forcade & AssociatesNov 1, 1994 10:17 AM
>>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. << Fastpreview and preview/render are meant for two different working style. Preview render is a batch process that takes time to render and the results are crude at best. Speed, however, is close to reality and once rendered is not dependant on the complexity of the model. FP is an immediate/interactive process that trades off speed for quality. Unlike a preview flic, speed does depend on model complexity. Simple models will appoach 15fps (though there is probably no point on such simple models). It would be nice to have the hardware to see large models animated in realtime(sigh). Still ,FP is fast compared to rendering to flic or to tape. FP can also be used to generate a preview flic that will playback the same speed as a normal preview but is _much_ better quality. It all comes down to a trade off. maximum quality = full render maximum speed = preview flic good quality and reasonable speed = FP