CompuServe Thread

#Comparisons Needed

11 messages in this thread
#132920From: Roger DanielsenNov 2, 1994 4:01 PM
I'm having some problems with IK, possibly on my system. I'm not sure yet. Several things aren't working properly. Anybody who's got R4 up and running, first of all, what frame rate are you getting out of Fast Preview? Secondly, when working with IK and the stairs file as per the follow option, does the little cube guy walk properly? One thing happens on my system, and another thing happens on my dealer's system. Next, in interactive mode, using IK woman, is it possible for you to actually keyframe the mesh? On my dealer's system it appears to work, on my system, the viewport just flashes after clicking on the mesh. Once in awhile the mesh will jump to some extremely contorted position. This happens with or without LiquidSpeed loaded. Any help tracking down these idiosyncracies would be greatly appreciated. I've also got a lot of other problems, but these seem to be the easiest to reproduce for the moment.
#132957From: Yost GroupNov 2, 1994 7:09 PM
FYI, on my system, all the demo files work correctly, and I don't getting that intermittent mesh jumping problem that you described. Perhaps Jonas or Brian can work with you on trying to isolate what's going on.
#132986From: Jonas Ruikis [ADESK]Nov 2, 1994 9:15 PM
<< One thing happens on my system, and another thing happens on my dealer's system. >> The first thing that come to mind are the default preferences that could differ between your dealer system and yours. Relative/Absolute/.. tolerences..etc. (?) << Next, in interactive mode, using IK woman, is it possible for you to actually keyframe the mesh? >> Yes. It's quick and is accurate in solving the current position but does not guarentee that the positions of non-solved keyframes respecting the joint parameters. I tend to use follow objects even to test my joint parameters because it offers greater control. I may have 6 dummy objects all with very similar paths (but different) and then modify my joint parameters and test the new settings. Interactive gives me a quick review of the solution.
#133025From: Roger DanielsenNov 2, 1994 11:49 PM
<<The first thing that comes to mind are the default preferences that could differ between your dealer system and yours. Relative/Absolute/.. tolerences.. etc. (?)>> I spent 2 hours on the phone this afternoon with my dealer and he spent another good amount of time going back to Autodesk several times this afternoon. He only has the pre-release version of the software as yet, and was unaware of its exact operation. We went through methodically and checked every parameter to make sure they were identical. We did this repeatedly before he called Autodesk, and after he called Autodesk, and before he called Autodesk again. I've spent numerous hours this week trying to isolate why my normal paying work wasn't working properly either. I managed to isolate it down to some repeatable situations. One thing that does bother me is after I instructed my dealer as to the exact process of constructing a follow, which he was able to successfully complete on his computer, he came back from Autodesk to tell me that they gave him the reverse start/end kinematic chain setup than is listed in my manual on pages 82 and 83. All the parameters I'm using are the default parameters that came with the files I have mentioned. If you would like me to use some other parameters, please let me know. All I want is for this blankety-blank thing to work. Is there any possiblility that there are multiple hidden files somewhere that could be confusing the IK IPAS? Again, the stairclimbing cube guy when I institute the follow operation, his feet do not move until he starts to make the turn towards and climbing the stairs. In interactive mode, none but the absolutely most simple files are flexible. The only one I seem to be able to get to move is the Ujoint, which moves freely. Anything more than that, when I click on the object, move the mouse, the geometry just flashes. All other operations on this system have for 2 years, and still are, operating correctly. Previous to this 66, I was operating 3D Studio on a 33 very much similar to this system for 3 years. The only relatively new addition to the system is a PAR which studio seems to have no problem with, 12 hours per day, all night long, since I installed the software. The only operation that seems to be affected by this phenomenon is the IK module. I've tested several of the Yost Group IPASs, which have not exhibited any strange behavior. My dealer's system is a 33 that actually exhibited much slower processing and video speed than my machine. These examples listed were not the reason for my trying to track this problem down, but are only repeatable examples. I was in the midst of animating a Viewpoint skeleton when the knee joints began heading in every which direction regardless of how the joint parameters or tolerances were set. I'm at a loss and ready to go back to R3. I wish this thing would have been written and included in the program by Yost Group.
#133074From: Jonas Ruikis [ADESK]Nov 3, 1994 8:14 AM
<< stair climbing dude.. >> I'll return to this as soon as I'm done reading the rest of the forum..
#133081From: Jonas Ruikis [ADESK]Nov 3, 1994 8:44 AM
<< Stairs.3ds.. >> 3ds F4 F12 IK <Enter> Pick Objects…. (pick the dude) Start Frame: 0 End Frame: 380 Start Chain: R Upper_Leg End Chain: R Foot Follow Object… R Foot Dum Start Chain: L Upper_Leg End Chain: L Foot Follow Object… L Foot Dum Go into Interactive Mode, choose the left viewport, zoom out a few clicks and play the current animation. Start Chain: R Upper Arm End Chain: R Hand Follow Object… R Hand Dum Start Chain: L Upper Arm End Chain: L Hand Follow Object… L Hand Dum Go into Interactive Mode, choose the left viewport, zoom out a few clicks and play the current animation. Well Roger.. what happens on your machine when you follow the above steps?
#133085From: Jonas Ruikis [ADESK]Nov 3, 1994 9:07 AM
One more thing Roger, << geometry flashes..and doesn't move when in Interactive Mode..>> In Interactive Mode for stairs.3ds, is the mesh:_____ marked with a check mark? " " can you see the geometry in the left viewport? " " when you click on the toe and move your mouse right, does the leg rise?
#133206From: Roger DanielsenNov 3, 1994 4:03 PM
Jonas <<3ds F4 F12 IK <Enter> Pick Objects…. (pick the dude) Start Frame: 0 End Fram: 380 Start Chain: R Upper_Leg End Chain: R Foot Follow Object… R Foot Dum Start Chain: L Upper_Leg End Chain: L Foot Follow Object L Foot Dum Go into Interactive Mode, choose the left viewport, zoom out a few clicks and Play the current animation. Start Chain: R Upper Arm End Chain: R Hand Follow Object R Hand Dum Start Chain: L Upper Arm End Chain: L Hand Follow Object L Hand Dum Go into Interactive Mode, choose the left viewport, zoom out a few clicks and Play the current animation. Well Roger.. Wwet Happens on your Machin When you follow the above steps? Jonas[adask]>>>> No_Not One_ leg,foot,arm or hand keys till Frame 131!
#133413From: Jonas Ruikis [ADESK]Nov 4, 1994 11:11 AM
<< No_Not One_ leg,foot,arm or hand keys till Frame 131! >> yikes!.. I'm getting confused now.. This happens on your machine and the dealer's machines too?.. or just your machines? What behaviour does your machine exhibit when you try my flip.zip example found in the meshes section of the lib? Did IK solve the dive correctly? How would you like to proceed with this? There's alot of math goin' on in IK but no more than the rest of 3DS so…
#133630From: Roger DanielsenNov 4, 1994 11:24 PM
No, it was just my system. I finally tracked it down last night. Now I'm at least back to where I was a week ago. I have been able to render my regular stuff at night, though. I know one could say that this was my fault, but in my own defense, I'd like to say I had an awful lot of help. About a week ago, I told you I was having problems with the relationship between the 3 dummy boxes and the ability of my skeleton to walk. So I took your advice and changed the position and orientation tolerances to what seemed to be a reasonable tweak considering the range of 0 to 9,999,999. Now I never saved anything I did to disk, so from my 3D Studio experience, I didn't think I was getting myself in too deep, and messing up the example files. Boy, was I wrong. Out of frustration, I sat here watching the interactive screen and moving my mouse, and watching nothing happen but screen flash. When a thought occurred to me that maybe the computer couldn't keep up with what I was asking it to do. Back to the manual, and I was able to find a somewhat obscure statement, in relation to its importance. "A lower value causes the orientation of the end effector to be more accurate, but may require more time to calculate. If you lower the tolerance value, you may need to raise the number of maximum iterations required." That's when it occurred to me that this thing (IK) is saving to disk, and no matter what you do, loading animation after animation, or even project files, it has no effect. Every file is going to be screwed up, unless you have the forethought or are aware enough to go in and doublecheck constantly. Now maybe I'm spoiled from 3 generations of excellent documentation (although I did say something to Jack about the indexing in R1). Later editions were of the highest quality. I would like to encourage those who did the IK documentation to perhaps redouble their efforts and perhaps come out with an interim edition. Considering the complexity of the topic, it seems as though a person of average intelligence could have more than just a few problems with these docs. Thank you for your effort. Earlier on, you mentioned that for a walking human, you would use paths. Are you creating your paths in 3D Studio or in Autocad? What I'm trying to accomplish is taking a Viewpoint skeleton, having him walk over, open the door, and get into a automobile. I've been working a lot with paths, without much success. You also mentioned that you wouldn't use the interactive screen to do keyframing. Is the only way to accomplish this with this version of IK to become a scripting guru? I'm really hoping I can work with this program interactively. I mean all the work since the Xerox lab days has been about trying to make the computer understand what the human's trying to tell it. Venturing off into programming kind of ventures off into a different mindset, don't you think?
#133642From: Jonas Ruikis [ADESK]Nov 5, 1994 12:13 AM
<< it works! >> I'm very glad that this is resolved for you. Yea! << doc's need some help. .>> All of your comments are appreciated. IK is a powerful and thought provoking tool. All of your comments will help us improve. Thanks. << Earlier on, you mentioned that for a walking human, you would use paths. Are you creating your paths in 3D Studio or in Autocad? >> 3ds only. << You also mentioned that you wouldn't use the interactive screen to do keyframing. >> This is because I'm trying to solve for specific positions based on the joint parameters. << Is the only way to accomplish this with this version of IK to become a scripting guru? >> Not at all. The flip.zip was done with *no* scripting at all. Besides the assemble.zip example, I haven't created any other paths for the follow objects using scripting yet. I plan to tho'. << I'm really hoping I can work with this program interactively. I mean all the work since the Xerox lab days has been about trying to make the computer understand what the human's trying to tell it. Venturing off into programming kind of ventures off into a different mindset, don't you think? >> I was curious if you'd had a chance to review the dummy objects in flatflip.prj found in flip.zip yet. Do a path-show, hit the "h" key, and toggle individual dummy objects on and off. Each of the dummies was keyframed with only a few position keys. I then let Tempo, deal with the accelleration /deaccel. between specific frame ranges. If you don't have Tempo yet, download the demo version from IPAS Usage and review the paths in there too. Please check it out and feel free to ask question. Again.. I'm happy that in now works for you.. now lets have some fun with it. jonas[adesk]