View Full Version : IK problem
rbfeik 07-06-2006, 06:08 PM Why won't the IK work - I want to be able to set up a luxo lamp with rigid animation - what am I doing wrong.
The file --> http://www.geocities.com/rbfeik/test/test.zip
http://www.geocities.com/rbfeik/test/test.jpg
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noseman
07-06-2006, 06:58 PM
First of all, since you are going to use rigid objects and no deformations, make each cube a child of it's corresponding bone. You don't have to use restriction on multiple non deformable objects.
I think...
wuensch
07-06-2006, 07:28 PM
your .zip does give errors here when trying to decompress--
--also you should try to give a bit more detail what you want to do and what does not work.
I guess the IK works but the deformation not?
In your case, you could convert the cubes to poloys, then shift the axis to the border an use Ik tags without bones to animate it--
as for the bones: put all cubes inside a Null, place bones beneath the Null (nota above as you have)--voila--
Olli
rbfeik
07-06-2006, 08:04 PM
I reloaded the zip file it works ok now - i forgot yahoo doesn't like names in caps
The cubes are polys and I am still not getting the results i expect - see below
http://www.geocities.com/rbfeik/test/test2.jpg
noseman
07-06-2006, 09:14 PM
try this file
http://noseman.org/testrenders/TESTnew.zip
move the null in the right viewport with the IK tool
noseman
07-06-2006, 09:20 PM
...and something else.
Don't use IK expression Tags that point to other bones. It screws up your structure. Use them to point to external objects (nulls).
and many more things....
character animation is a very difficult dicipline.
noseman
07-06-2006, 09:31 PM
...finally, you don't even need bones when you want rigid object animation like Luxo.
http://noseman.org/testrenders/TESTnew3.zip
wuensch
07-06-2006, 10:13 PM
waiting for a render to finish, I gave it a shot, too--
(I have deformed the cubes here, as i just wanted to focus on the IK chain).
Olli
LucentDreams
07-07-2006, 04:29 AM
if its luxo lamp your going for I wouldn't use bones at all, theres no real reason to. IK straight on the geometry.
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