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harmonic01
08-09-2002, 02:05 AM
Mmkay, I got a problem. Why is it that every HI IK solver I make becomes an instance of the other IK Lover I allready have. So when I add a custom attribute to the IK handle, the same custom attribute appears in every other IK handle. And right clicking on the handle and clicking on "Make Unique" doesn't work. I need my all IK handles to be unique so I can have IK handles with it's own unique custom attributes.

Hope I'm clear with my problem

Please help.

Thanx.

Chris
08-09-2002, 02:07 AM
i've never come across that before... Are the objects that you are applying the IK to Instances of each other - thats the only situation I can think of where that could happen... :shrug:

harmonic01
08-09-2002, 02:24 AM
Nah, all bones are unique. It's the IK Solvers become instance of each other and I can't seem to find a way to make IK Solvers unique. "Make Unique" in the stack (right click) doesn't do anything.

gundog
08-09-2002, 04:20 AM
well, once you create your IK handles, you don't want to use them for animating. most likely you'll have a point or custom objects in your rig for animating areas like the wrists/feet/spine whatever. use those to add custom attributes.

harmonic01
08-09-2002, 05:16 AM
gundog, of course, I allways done what you said. But for the dummy that drives the arm IK, I have bunch of sliders for the fingers and I also wanted to add an IK On/Off button (so I don't have to click around) to turn the IK on and Off so I can blend between IK and FK. But, if I use the FK the dummy doesn't follow the IK handle. So I thought that I'd just make the IK handle bigger and move all my custom attributes to the IK handle and not use the dummy anymore. But if I add a custom attribute to one IK handle, every other IK handle gets it too.


Look at your stack and in the track view. All HI IK solvers are instances.

catbells007
08-09-2002, 05:16 AM
That sounds like a bug to me, maybe its time for a clean install.

harmonic01
08-09-2002, 05:21 AM
Actually, I get the same result at any max installed at school. I doubt it's the clean install that'll help. Can't all computers in our school have buggy max installed. :-)

catbells007
08-09-2002, 05:28 AM
Sorry id not read all your posts properly, your talking about adding a CA to the manipulator then is that right? Or is it the goal object ur trying to attach the CAs to? It might sound obvious but thats probably the reason u r seeing this error, Max is probably taking exception to it.

Personally id favour keeping the attribute attached to the dummy and finding a way to make the dummy move with the goal/manipulator maybe using a postion/orientation constraint or something.

harmonic01
08-09-2002, 06:29 AM
I can't make the dummy follow the IK goal because the IK Goal is following the dummy. It would create that loop and max won't allow that.

Oh well, I guess I can't have that button there. :-(

catbells007
08-09-2002, 03:36 PM
I was just trying to see if i could set up something like your talking about using a constraint with a reactor controller to change the target when the FK/IK is toggled. Must admit i couldnt work out how to do it, though it doesnt even seem possible to key the FK/IK toggle switch so im curious as to how you were going to do this. Are you using a script controller or something?

harmonic01
08-09-2002, 04:15 PM
Nah, I created a node as custom attribute. Then in track view I copyed the controller from Enable uner my IK handle and copyed the controller to my Custom Atrribute making it an instance.

toonman
08-09-2002, 11:38 PM
Sorry harmonic... no repro here... I just created two separate bone chains with HIIK solvers. I added a custom attribute to one of them (a spinner), and it didn't show up in the other solver. I tried with different types of custom attributes... still, no problems here. Maybe you mirrored/instanced your bone chains or IK's at some point?

As for your dummy issue (the dummy must follow the IK goal), you're right. You can't do this directly, since it'd create a dependency loop and max won't like it. But you can write a script controller into a second track inside a list controller in the dummie's position track, that will key the dummies position each time the IK/FK button is pressed. It should also check if IK is being enabled, and if it is, it should position the dummy where the IK goal is in worldspace. I'm not sure if you'll run into runtime issues here (the IK enabling being evaluated before the snapping occurs, thus invalidating the snap). If you do, you'll have to script the IK/FK enabling too in the script, instead of just instacing the controllers as you did. I'll also test this... in a couple of weeks (geee... anyone's got a time machine around??). Cheers!!

harmonic01
08-10-2002, 05:07 AM
toonman, thanx for the reply. When you create 2 or more IK solvers. Select just one and in the stack it says Object", it isn't in bold, like an instance or a reference? I tried this over and over again. I created 2 seperate bones, 2 seperate HI IK solvers (without copying anything) and I still get custom attributes appear in every other IK Solver. :-( GGGGRRrrrrrrrrrr.

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