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View Full Version : How to set limits with the new IK in R10?


Theropoda
10-30-2006, 03:58 PM
Hi,

I'm currently exploring the R10 Demo and especially the new Character Tools (which seem to be amazing, btw.), and have a question about the new IK system:

How can i set rotation limits or damping to certain joints?

P.ex., if i have a long joint chain, with one effector at the end, how can i achieve that the last joints follow sooner than the first joints of the ik-chain?
With soft-ik i would solve the problem using the rest rotation strength... how can i do it with the new IK?

thanks
günter

bobzilla
10-30-2006, 05:06 PM
Not sure what you're after, but you could use the new constaints. Set position constraints with strength set to below 100% so you get a lag.

Theropoda
10-30-2006, 07:08 PM
No, i'm afraid the constraints are not what i am searching for.
I'm searching for something like the old Kinematic-Tag where you can set rotation limits and damping.

Here's an image for clarification:

http://home.arcor.de/dinosaurs3d/ik.gif

The old soft IK gives me a much more natural bending effect of the chain, because I have set the rest rotation strength of the first joint to 30%, the next 25%, then 20%/15%/10%/5% and 0%. The disadvantage of the Soft IK solution is that the effector is never reached by the last joint.

The new IK doesn't give me the possibility to set damping values, and therefore the first joint already bends too much.

I would need something like the Kinematic Tag, which unfortunately doesn't seem to work with the new IK.

Hmm, I hope there will be a solution for this... would make rigs so much more controllable...


cheers
günter

Per-Anders
10-30-2006, 07:20 PM
The limits are in the joints themselves, under the kinematics tab.

bobzilla
10-30-2006, 07:20 PM
Have you checked out the Kinematics tab when clicked on a Joint? There are Preferred and Limits pull downs.

I don't see Damping, but there's Eeighting and Strength settings and min/max HPB settings.

There's also the Kinematic Tag under Cinema 4D Tags, not Character Tags.

MJV
10-30-2006, 07:38 PM
A chain will solve toward the position it's drawn in, keyed or rotated to. Alternately, you can make the chain solve to the preferred rotations. Try drawing the chain in a natural arc to start with and see if that helps. Those limits in the joints are utterly worthless imo.

LucentDreams
10-30-2006, 08:04 PM
Like MV I'd say preferred rotation is the better way to go, but then I've never ever seen a rotation limits system in any app that I actually liked.

Theropoda
10-31-2006, 09:45 AM
Thanks for the replies, ok, so the limits are in the joints themselves then. Although i don't use them very often, it's good to know where they are ;)

Like MV I'd say preferred rotation is the better way to go, but then I've never ever seen a rotation limits system in any app that I actually liked.

Yes that's right. I think for the effect i want to achieve i'd need something like a setting for damping. Limits are no good way to rig anyway...

There's also the Kinematic Tag under Cinema 4D Tags, not Character Tags.
The functionality of the Kinematic Tag was exactly what i was searching for. Unfortunately, it doesn't work with the new IK. And unfortunately, there's no damping setting in the Kinematics Tab of the joints...
Well, i think i have to play around with the strength and the weighting settings a bit...
maybe that's the way to go...

thanks
günter

nutriman
10-31-2006, 07:51 PM
I just tried it with the demo, a long dynamic joint-tail,
the new joints work well together with the old soft ik.

danb
10-31-2006, 08:06 PM
I just tried it with the demo, a long dynamic joint-tail,
the new joints work well together with the old soft ik.

Yup just noticed this myself.

Soft ik tags work with CD tools/joints as well.

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