IKHandel Videos on youtube

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clintonman
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IKHandel Videos on youtube

Post by clintonman » 06 Oct 2014, 22:20

I created a you tube play list of IKHandel's rigging videos. The first 4 link to files he originally uploaded and the rest are from downloads and are better quality. It's a total of 16 videos.

https://www.youtube.com/watch?v=PCo89dc ... m3zvqz49r7" onclick="window.open(this.href);return false;
Clinton Reese

http://clintons3d.com

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Draise
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Re: IKHandel Videos on youtube

Post by Draise » 06 Oct 2014, 23:50

Wow, these are great. Thanks! Watching them now, handy.

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Re: IKHandel Videos on youtube

Post by froo » 07 Oct 2014, 03:45

Cool, Clinton!
Thanks for sharing! :bananacheers:

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Steinie
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Re: IKHandel Videos on youtube

Post by Steinie » 07 Oct 2014, 14:03

I remember when he first posted these way back when. Didn't he get discouraged about bugs in the skeleton code?

Thank you so much for posting these excellent tutorials!

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Re: IKHandel Videos on youtube

Post by Draise » 07 Oct 2014, 15:16

I have no idea, but yeah, there are a lot of loopholes in the skeleton and I can see why he'd be all.. discouraged with it being discontinued... but for some bugs I know of: like scaling or moving any full-constraint blows up the rig - placing bones without joints crashes TS with heavy use - popping joints if you don't know what you are doing - translation and rotation on joint at the same time causing skin errors - having to freeze the skin and rig BEFORE doing skinning (VERY IMPORTANT) - etc.

I have know few of them from my tests and trials. But I do see it to be phenomenally easier and more efficient to rig than most software I know. I have yet to do a full animation with something fully rigged, but I've had some fun. The only hard part is the weighting, cause you can have multiple bones have influence over a weight - it's not always 30%-60% weight over a vertex (unless you heal), as in Softimage. But that's ok as that can give me multiple bones to a single patch of skin, for different functions - potentially good for facial rigs or other things.

These videos have helped me open up some eyes on what I can do with it.

Now I only need to somehow create a script that can read the matrix value of a joint and feed it to a morph shape with linear or bezier interpolation - with Javascript (I tried with the LE, but expanding the matrix of a joint makes it unmoveable with dynapose) - then I could create some muscles/corrective shapes like a charm - or even squash and stretch controls.

How would one do that?

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