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kevb3d
10-16-2004, 08:33 PM
Fellow XSI People,

This may be a stupid and simple question for something that I missed in the manual, but...

I was wondering if there is a way to break the head/neck joint on the biped rig in XSI. For example, the head seems to be on an IK chain, and it's making it difficult for me to move the head around. It there a way to make the head FK, but still be on the chain? In other words, can I rotate the bone for the head and key it instead of using the goal, in order to position the head?

Thanks for any help you can give me.

Kevin

JimPanse
10-16-2004, 10:26 PM
oh... in xsi all bones belong to a ik-chain... even one single bone.

as long as there are no keys on the ik-effector you can animate every bone in the chain via fk.
when you have keys on the effector you still can open the chain properties (Create > Skeleton > Inspect Chain Properties or press Ctrl+r) and use the ik - fk slider to turn ik off.
then you should be able to animate your characters head with fk..... hope this helps a bit

.....good luck

kevb3d
10-16-2004, 10:58 PM
JimPanse,

Thanks!

I didn't realize it was just that simple. I'm loving XSI more and more every time I use it, and am finding that most things are really well thought out in this application.

Thanks for your reply, it definitely helps out a whole lot.

Take care,

Kevin

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