View Full Version : You're gonna love this problem
Hi again, long time not seen :scream:
I made an Alien with 6 LEGS...
Now, I've made a walk cycle, Succesful yes..
But my problem is ofcourse, I think you already know it but theres more..
FOOT SLIDING..
Well, I've gone to the Graph editor.. And selected all my IK's at the feet And selected The X-Axisses in the graph editor and then gone to Tangents> flat... Well they're still sliding so that didn't work...
Any solutions?
If you want some screenies I can make some for you..
Regards and Succes on future projects,
Q
Ps: Don't blame me for spacing too much, I just like to make everything clear and clean in english.
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large-x
01-20-2007, 07:18 AM
I'm not sure how keeping x tangents flat helps. Do you mean the feet slide from one pose to the other or that they do not stay still in between the same pose? If they have the same key pose in two places (when they are supposed to stay still) then make sure all the x,y,z tangents are flat between the two keys.
Another thought is the IK effector might be placed off the ground too high (like at an ankle joint). If there are additional joints (like a foot) and there are no further IK effectors to hold those joints still, these joints would shift around whenever the upper joints (like the hip or knee) move even though the ankle joint is in place with IK. If that's the case, add more IK handles to the remaining foot joints.
Providing the maya file would help the best if possible :)
I'll make an playblast for you.. Cause I can't seem to find the problem.. There might be a mistake that the foot is too high from the ground... Lets just clear everything by getting a playblast.. i'll send you a youtube link... Later in the day probably..
Thanks for helping me by the way
Okey I made a playblast of the side for you..
http://www.youtube.com/watch?v=rpiYt6LS4Qo
And a screenshot..
http://img407.imageshack.us/img407/1207/alienfullyrigged6longfe0ps.th.jpg (http://img407.imageshack.us/my.php?image=alienfullyrigged6longfe0ps.jpg)
doodlyD
01-20-2007, 06:32 PM
do you parent the legs IK to the main hip joint or something?
doodlyD
01-20-2007, 06:32 PM
do you parent the legs IK to the main hip joint or something?
large-x
01-20-2007, 09:02 PM
I'm thinking the same as doodlyD...
Are the IK feet parented or constrained to the upper joints or that circle on the ground? You'll need to keep the IK feet parent/constrain free of anything that moves in the scene.
I usually use the full body translation control (what appears to be that circle on the ground), which all the joints are parented to, for moving everything into a starting place. A joint on the upper body past the legs (hip, waist, etc) then moves the upper body without affecting the IK feet.
Not sure if that's the problem though. Try moving the upper body in an different direction (up, backwards, etc) and see if there's any relation.
The only things parented are the main root joint in the middle of the body... And all the IK handles..
Btw the circles at the feet mean that the IK is stickied.. which means that if i move the root joint or any joint the IK handles dont move down..
Please look again at the video.. And tell me exactly how I can solve this problem..
Thank you for everything.. The cg society has beena great help since i was registered...
Q
noktUp
01-21-2007, 07:54 PM
Hey there,
Try unparenting the IK handles for the God controller. The legs wont move with the rest of the rig, but they will also stay "locked" to the ground with no slip.
The graph editor will look messy with ever increasing curves, but it's a small price.
cheers,
andy
I'll try some things.. I'll look for any confliction... I think I can solve this puzzle..
Thanks for your help guys.. You're setting me to think..
I'll post the solution!
Q
Providing the maya file would help the best if possible :)
Okey, I want to provide the maya file for you guys... But I can't figure out how to give it to you.. lol.. So.. could you help me out with that too? I wen't to ''manage attachments'' But I didn't know what to do.... help me out please!!
djorzgul
01-28-2007, 09:05 AM
you just click on mannage att. a popup window will, well pop-up :) (so check if something is maybe blocking popups from cgtalk) then you just use the browse/upload button and that is it...
also be sure to zip your file since ma/mb format is not valid upload file format here on cgTalk... so first zip then everything else...
unsmoothed
02-10-2007, 01:18 PM
I've been working on a 6 legged creature aswell. :thumbsup: It's tough coordinating all 6 in a walk cycle but certainly having the foot controllers outside the influence of the main body does help. Animating the body first, then the legs worked for me. Check it out here, in the "Work in progress section"...
http://www.andrewbutler.com.au/
particularly the, Initial rig testing one of it walking down the wall.
-andrew
http://rapidshare.com/files/17731810/Long_Feet_Alien.rar.html (http://rapidshare.com/files/17731810/Long_Feet_Alien.rar.html)
Its on rapidshare because the file is too big...
I hope you guys can fix my problem..
Thank you very much..
Goodluck,
Q
ErikSvensson
02-23-2007, 06:12 PM
http://rapidshare.com/files/17731810/Long_Feet_Alien.rar.html (http://rapidshare.com/files/17731810/Long_Feet_Alien.rar.html)
Its on rapidshare because the file is too big...
I hope you guys can fix my problem..
Thank you very much..
Goodluck,
Q
Here you go. I fixed your issue. You might want to know what I did too so here we go.
Your curves for X-axis was way off. you MUST have a linear curve for the "all"-controller, no changing there, cause then you get sliding . so, make one key at the start, one at the end, make the curve straight linear.
Secondly, for the feet. They had same problem, way many keys. X-axis need one start and one end key, but, another thing here is, keep the curve straight when the foot is down. You may want to have it curved for the taking off and comming to the ground, that's ok. (you'll see in the file)
Also, every feet must move between the same length, like now between 0 and 1.122. Just copy and past that number for every feet, so no one slides.
Last thing is to synch the ALL-controller with the feet. if they slide and they're linear and have the same ammount of numbers, adjust the end of the ALL-X-axis controller, til the feets wont slide.
Also, take "optimize scene", cause you got a shit load of un-needed info there, I did it and the size went down from 85 mb to 900 kb.
cheers and hope it helps! I attach the file too.
http://student.gamemaker.nu/~erisve050/Alien3.mb (http://student.gamemaker.nu/%7Eerisve050/Alien3.mb)
Erik
Edit. its maya 8.5. if you need it as maya 8.0, please email me at erik.svensson@gmail.com
Your curves for X-axis was way off. you MUST have a linear curve for the "all"-controller, no changing there, cause then you get sliding . so, make one key at the start, one at the end, make the curve straight linear.
Thank you for your help, I've done some work and I see that if I keep it all clean and fixed sliding will be reduced or even gone.
But.. I have another question here..
What is the All-controller? And where can I find it?
ErikSvensson
03-01-2007, 11:13 AM
You're welcome! :)
I always call my bottom circle for "ALL", cause it moves the whole model. you had one too if im not remembering wrong. The controller that has feet and hips connected to, so you can move your cycle forward. Download the file from me and see what I mean. :)
Erik
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