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View Full Version : rotation on parented feet IKs not auto-keying?


Jon Jones
02-11-2003, 09:01 AM
Using Maya 4.5 on Windows 2000.

Okay, I've got an odd problem here. I'm testing out the rigging on my first character I've attempted to animate within Maya. The legs are triple-jointed (ending in a hoof), and this is the way I've set them up...

Hip joint -> Knee joint -> Second Knee joint -> Ankle joint - Toe joint

http://www.planetquake.com/shattered/shine/images03/pig-problem-bones.jpg

My IK handles are as follows:

Hip joint -> Second Knee Joint
Knee Joint -> Ankle Joint
Ankle Joint -> Toe Joint

http://www.planetquake.com/shattered/shine/images03/pig-problem.jpg

The Hip->2ndKnee handle is the one I use to move the character's leg, the Knee->Ankle handle is parented to that, and the Ankle->Toe is parented to THAT.

Whenever I rotate the Knee->Ankle handle, the Ankle->Toe moves along with it and rotates the hoof the way I want it to go. If I don't rotate it, it stays automatically aimed toward the ground whenever I move the Hip->2ndKnee handle. This kicks ass.

My problem is, whenever I move the Hip->2ndKnee handle, keys are automatically made and it's perfet there, but whenever I rotate the Knee->Ankle handle to rotate the hoof as the animation progresses, it won't auto-key! Any time I make a new adjustment to it, it erases the previous one, and I can't do anything to make it work like I want it to.

I tried Set Key, but that locks the position of the Knee->Ankle so I'd actually have to spend 3x as much time translating and rotating it around all over the place manually by hand in order to imitate what it already does properly, automatically, by my IK setup... except that THAT way, the way it SHOULD be, won't key automatically!

I've already checked the settings of Set Key... I've had it set to 'All Manipulator Handles And Keyable Attributes' as well as 'Current Manipulator Handle' with the same disastrous, time-wasting effects.

I have also checked the settings for keyframes under Settings/Preferences, Auto Key is Enabled and On Character Sets is set to 'Key Modified Attributes.'

First of all, does the above information make any sense?

If so, how can I fix it? Should I not be using IK Handles to accomplish this? I tried using dummy objects with Orient Constraints, but that was just a pain in the ass to try to manage. This is particularly frustrating because time is of the essence because I'm doing this as an art test for a job I can't get without demonstrating some animation ability. aarrgghhh!!

Thanks in advance to whoever can help.

dwalden74
02-11-2003, 01:24 PM
Hi-

First of all, I don't really understand why you're putting an IK handle from the knee to the ankle?!? If you ever try and translate this IK handle, you'll end up offsetting the 2nd knee from it's own (more important) IK handle. I don't think that's really what you want to do.... Additionally, a good idea when working with IK handles is to put them each under a separate group node- don't keyframe the handles themselves; key their group nodes.

With regards to your auto-keying problem, however, I just tried your exact same setup and it auto-keyed the rotations fine. Try restarting???

good luck!
David

playmesumch00ns
02-11-2003, 02:29 PM
Your setup looks a little odd. Look into reverse-foot IK setups which should be able to give you what you want. After all, legs like this don't really have two knees, it's essentially:

Hip > Knee > ankle > ball > toe

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