View Full Version : KeyFading FK/IK: quicker way?
Julez4001 11-29-2003, 11:07 PM Is there a quicker way to setup a fader between IK\FK?
Seems creating a expression for each bone in the IK chain is a lttle tedious.
Has anyone come up with a better way?
|
|
Panikos
11-30-2003, 02:26 AM
The Keyfader expression is applied only to the anchor object and not on every part of the chain.
;)
Julez4001
11-30-2003, 04:39 PM
Nooo.... I don't think so. The rest of the bones act as if they are still on IK while the anchor goes back to FK.
Hey Joe (Cosman) ..I am using your setup with this rig where the hands are part of the IK controller, this creates a new problem when switching to FK because the hand still follows because its part of that hierarchy and not the arm. Any suggestions?
Panikos
11-30-2003, 04:47 PM
hmmm
I am using IK2D expression instead the switches on the Bones-Setup UI.
This way I have more control on the order of things taking place.
If you use these switches, you dont have to click on Calculate I/K on all parts of the hierarchy but on the tail only. Also, you define your Anchor bone, i.e where the IK-Solution terminates.
Personally I havent done any IK-chain with more than 2 levels of hierarchy. Every time I used KeyFader Expression it worked for me with no problems.
Last but not least, KeyFader Expression should be placed after any KneeConstraint Expression, and somehow you have to fade the KneeExpression too. Still havent experienced problems with IK.
:)
Julez4001
11-30-2003, 04:55 PM
You can only do KeyFad with IK2D expression ..you can't do with the UI.
so the Calculate options are meaningless.
When you say 2 levels, you mean 2 bones, right?
That would explain the anchor only solution a little.
using Joe's shoulder-roll techique which is expressionless for elbow/knee constraints so no expressions for them.
Panikos
11-30-2003, 11:11 PM
When you use the bone-setup buttons to setup and IK, you have the option to select the Anchor and Tail of the IK-solution, as well as its polarity.
Once you define that, the IK-Solution is ON and cannot change in any way.
By 2 levels I mean : Anchor, Child,Tail.
There are some cases that there are 2 IK-solutions using the same parts. i.e
Anchor - Child - Tail --------> Goal
Child -Tail ----------------------> Goal
In this case, you definitely need 2 Keyfrader expressions because is the second case, the child becomes an anchor.
I dont know if you are in this scenario.
:)
Finally to fade-out a KneeConstraint, you just use AlignLinearAbs to slide it the KneeController to its rest position.
Julez4001
11-30-2003, 11:56 PM
Originally posted by Panikos
When you use the bone-setup buttons to setup and IK, you have the option to select the Anchor and Tail of the IK-solution, as well as its polarity.
Once you define that, the IK-Solution is ON and cannot change in any way.
****I don't think we are on the same page here but thanks anyway.
By 2 levels I mean : Anchor, Child,Tail.
There are some cases that there are 2 IK-solutions using the same parts. i.e
Anchor - Child - Tail --------> Goal
Child -Tail ----------------------> Goal
**** Great description
In this case, you definitely need 2 Keyfrader expressions because is the second case, the child becomes an anchor.
***Okay so YOU do need more than 1 expression, thats what I am trying to get around.
You mentioned in your first post of only needing one.
CGTalk Moderation
01-16-2006, 08:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.