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View Full Version : Interactive IK and such


Eudaimic
11-24-2002, 09:55 AM
Hey,

Okay, in my further endeavours to figure out the mysteries of IK character animation in max I've now come to the points where the entire skeleton has been set up. My rotational restrictions are up and running and everything is neatly linked together in such a way that when I turn on Interactive IK and move the hand, the arm and should move to facilitate the hand.

However, I'm still not sure how this whole thing works. For instance, I'll move the head back to check for irregular deformation, and then when I want to undo the move I can't... Or I'll create a key for everything in frame 0, move to frame 1 and move the head back, create a key and then switch back to frame 0 and then back again to frame 1, and it no longer works! This is only when I do moves, not when I do rotations?!...

I'm guessing it has something to do with that shiny "Apply IK" button, but how exactly I've still to figure out.


And also, is it normal to have max crash all the time when working with bones?

Eudaimic
11-24-2002, 02:06 PM
Also, bones related:

Since the bone that leads from the hip joint down to the thigh joint is usually locked down (it is, isn't it?). Is it even needed? Can't you just link the thigh directly to the hip without an intermediate bone?

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