Rigging - problems solutions and observations
- clintonman
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Re: Rigging - problems solutions and observations
walkInterpolations - shows the 3 types side by side
combinedInterpolation - flat interpolations with the root joint manually changed to linear interpolation
So for IK animations I think flat interpolation type is the best default with individual joints and channels set to linear to correct any stop and go motion caused by the flat interpolations. More tests are needed. I suspect that some combination of bezier and flat might work even better.
The keyframe interpolation script is found here: http://www.clintons3d.com/plugins/trues ... index.html" onclick="window.open(this.href);return false;
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- combinedInterpolation.zip
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- walkInterpolations.zip
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- Draise
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Re: Rigging - problems solutions and observations
Wow, these are great! I will sit through them all and try figure them out, maybe play with a little animation - or redo my Minlis Rig version 0.3! Genious. And I am very thankful for them.
Concerning the FK/IK blend.. you said you could turn a controller into an FK fixed point (that wont move around or slide - like a fixed controller?) but now I would like to learn if you could blend the fixed FK controller into a IK controller that might be animated (FK/IK controll).. I'll experiment and try show you if I can... not sure if I'm being clear.
Concerning your last video - are you suggestion (without using your foot placement plugin) that one can use a mixture of linear and normal keyframes to not get shifting feet on the ankle pivot joint kyeframes? (for example)
Concerning the FK/IK blend.. you said you could turn a controller into an FK fixed point (that wont move around or slide - like a fixed controller?) but now I would like to learn if you could blend the fixed FK controller into a IK controller that might be animated (FK/IK controll).. I'll experiment and try show you if I can... not sure if I'm being clear.
Concerning your last video - are you suggestion (without using your foot placement plugin) that one can use a mixture of linear and normal keyframes to not get shifting feet on the ankle pivot joint kyeframes? (for example)
- clintonman
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Re: Rigging - problems solutions and observations
Yes. Linear keyframes alone will get rid of any shifting motion in the IK and other joints/channels not controlled by IK can be set to non-linear via the FCurve editor for a smoother result. It's all experimental at this stage but it looks promising.Draise wrote:Wow, these are great! I will sit through them all and try figure them out, maybe play with a little animation - or redo my Minlis Rig version 0.3! Genious. And I am very thankful for them.
Concerning the FK/IK blend.. you said you could turn a controller into an FK fixed point (that wont move around or slide - like a fixed controller?) but now I would like to learn if you could blend the fixed FK controller into a IK controller that might be animated (FK/IK controll).. I'll experiment and try show you if I can... not sure if I'm being clear.
Concerning your last video - are you suggestion (without using your foot placement plugin) that one can use a mixture of linear and normal keyframes to not get shifting feet on the ankle pivot joint kyeframes? (for example)
- clintonman
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Re: Rigging - problems solutions and observations
The IK handle on the right is connected to joint at the end of the chain on the left and the IK handle on the left is connected to the end joint on the right. A watchdog and a custom script makes the handles follow the position of the joints on the far left and right.
The system only works if the joint is selected or the Watch Dog is visible in the link editor. The joint WldMatrix is the input to the Watch Dog node. The Watch Dog Regulator stops the script from firing too often.
At first I tried using the lookat tool, but it doesn't work properly inside of a actor/skeleton.
Edit: Oops, forgot to attach the scene file
- Attachments
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- pistonRig.zip
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