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motion_82
03-07-2003, 04:21 AM
Hey everyone

I am having trouble applying InverseKinematics in Max 5 to my 3d character.

I am trying to set my character up for a walk cycle. So far I have skinned him using Skinning on Bones however I want to put some IK Bones in there as well to make the animation process easier.

The problem I am having is linking the IK Bones to the Object Bones. Actually I having trouble setting up an IK chain that works. I have read through the help file and still dont understand what I have to do. Coming from Max 3.1 to Max 5 I see there are some suttle changes that I am not aware of.

If anyone at all could help me at all it would be much appreciated.
Hope I explained myself ok.

motion_82
03-07-2003, 06:34 AM
Ok I have linked the Object Bones to the correct IK Bones. I went to the Animation Menu and selected HI Solver.

Now I have a swival angle and the IK hierarchy is working :eek: :bounce:

All I have to do now is play with the constrants of each bone.

Does this sound correct to everyone or shall I be trying an alternate method. This seems to be the solution to my troubles.

Any input would be much appreciated.

mebamonster
03-07-2003, 06:46 AM
Sounds like you got it:)

gaggle
03-07-2003, 07:44 AM
Yeah sounds good. The part where you link bones to the IK bones is.. somewhat confusing to me though, usually you just link directly onto your IK'ed bones. But hey, if this works for you I can't really see a problem..

motion_82
03-07-2003, 08:07 AM
I linked the object bones to the IK bones and it seems to be doing the job.

Next challege is setting up the right constrants :rolleyes:

Thanks for the input.

Hopefully all goes well...:bounce:

gaggle
03-07-2003, 10:23 AM
Er, oops, I messed up a bit with my term-useage, so just for the record: I meant to say that I was a little confused with why you were linking your bones to your IK bones, because usually you just skin directly onto the IK bones.

You seem to have IK bones that drives FK bones that drives the character. The standard approch as far as I'm concerned is just IK bones that drives the character.

But again, if what you're doing now works to your liking I for one don't have a problem with it, I don't see any slowdowns or problems inherent to that approch.

motion_82
03-07-2003, 01:35 PM
Well that is exactly what I thought too. That you either use IK Bones and skin. Or use object bones and skin.

I tried setting it up both ways and found that I had more success setting up FK on object bones. However I have trouble animating because the feet are not locked down causing my animation to look wrong as the characters foot slides on the ground. Also because the pants are such a dense mesh the creasing in the crouch area looks wrong. I CANT WIN :surprised

Anyways a friend told me not to skin on IK bones but attach your object skinned bones(FK) to your IK bones :wip:

So after being told not to do it, then being told to do it by another person I am totally confused. I have managed to get it working with a combo of both but the constraints of the IK bones are causing me a little bit of trouble.

You would not know whether you can animate in "Interactive IK" mode by any chance???

Although the IK bone structure works with a IK Solver applied to it, it seems to constrict a lot of movement compared to "Interactive IK" mode. Unless I am using it wrong.

I will keep playing with it and keep you all posted.

As for any more tips I am open for suggestion as I have been at this for a least 6 weeks. Not none stop but I keep getting annoyed and working on other things. Im sure you understand :surprised

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