View Full Version : How can i prevent feet going through 'ground'?
04-28-2005, 04:16 PM
I know this might seem a dull question, but i cannot find any info concerning Lightwave and this problem.
thanks for any help
You have to keyframe them there.
Although, I suppose one could set up an expression to prevent nulls from going through some "floor" object - but why not just keyframe the foot where you want?
04-28-2005, 06:42 PM
Are you saying that the feet are going thru the floor when you animate or a way to keep them from going thru the floor while you animate?
I think what Cman said is probably the easiest way because you should be able to select the Y value for your IK goals and set them to the same value in the graph editor.
04-28-2005, 09:35 PM
You can always render the chars in a seperate pass. Probably not everybody's favorite option, but it does its job.
04-28-2005, 10:48 PM
are your curves in the graph editor set so there is no movement while the foot is planted on the floor? ...just something I had a problem with when I started to learn animation. Good luck
Just make sure the tangents are flat at zero-Y, or whatever is the floor level.
04-29-2005, 12:55 AM
If you wanna go the expression way for feet controllers then you got to apply this expression to the Position Y channel for those null controllers.
Value > 0 ? Value : 0
Itīs a REALLY simple conditional (as any half-fan of Richard Brak would tell ya :) ) which tells the null to choose the original value as long as the conditional is true (so the "yes" answer for this conditional is before the ":" sign). If itīs not true then it chooses 0 (so the "no" answer for the conditional is after the ":" sign).
If you know something about expressions then this is really really basic for you. I appologize in such a case. I know it helped someone explaining it to me clearly a few years ago.
I still recommend manual keyframing.
04-29-2005, 12:56 AM
Just a tip:
If you use Netvudu's suggestion, instead of anchoring it at 0, use a Null to be the 'ground'.
A.) it's animatable.
B.) You'll have to bend over backwards to make sure your ground is always at 0. :)
04-29-2005, 01:00 AM
"I always know less than someone else"
Old spanish proverb..."old" as in 3 seconds old :D
Reverse foot setup with manual keyframing.:)
have graph editor open all the time
the floor never becomes a problem :thumbsup:
04-29-2005, 01:15 PM
well , thanks for all your replies.
i am actually totally new to animating in 3D and haven't even really done any properly yet. I have just been learning to rig and pose my character. I guess there is a good way to animate a character and a bad way and i will have to find out as i go which isi which.
i will refer to this thread as i am doing it and see if i can understand what you have said,
Dont animate the Legs :)
Now seriously, this was the kind of question someone might had in the years of LW 5.6, after LW 6.0 this issue is past.
Take a look at this tutorial :
Or u can get Lost Pencil tutorials that are cheap :)
Hope it helps and good luck
04-29-2005, 05:58 PM
thankyou very much! :D
04-29-2005, 07:58 PM
i got unique idea
cut your char feets
05-02-2005, 05:19 PM
every time you start with animation, think to work like a progressive refine
start with a rought animation
then work on first refine with position, rotation, etc
polish curve in graph editor, change tension, bias, linear etc
work on little dectails only in last time.
good luck guys, and welcome in the wonderful world of animation.
05-02-2005, 06:36 PM
and what a joyous world it is... along the same lines, i now realise that just haveing a character slapping his forehead or brushing against any geometery is now going to be the bane of my life... are there NO techniques to make this process easier?
By the time you rig up collision for hands/fingers and a character's head, you could've animated it already.
IMHO, it is not technically difficult to animate a hand slapping on a head or table - but it is artistically difficult.
05-02-2005, 10:10 PM
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