TheCaptn
06-11-2003, 04:43 PM
I have a pretty simple mechanical structure that I want to animate with IK, but I can't even get the bones set up.
I've never tried anything with bones before, hell I rarely animate anything at all. I've read up on the principals, the differences between FK and IK, and the various solvers (HI seems to be what I want, right)?
But it's all academic, and I'm struggling with the simplist technical things.
The few tutorials I can find seem to ignore the fact that when you create bones they're locked or something, and can't be moved into their correct positions.
Here's what I've got:
http://wolf.alphalink.com.au/maxhelp_bones01.jpg
I drew the bones in the front view since that has the most visible 'limbs'... But they're still only drawn in by hand and all of them need to be shifted slightly into their correct pivot spots. The last one needs to be rotated 90 degrees to match the last arm too.
But I can barely move them. Some seem to move slightly and others not at all.
I haven't applied any bones to the objects yet.
Speaking of which, once I have the bones in the right spot, does it matter that the limbs are still seperate objects? They don't even touch each other since I just want them to rotate on their single-axis pivot points.
(You following me still?)
I figured it would make it easier to apply each object to its bone if I kept them seperate. If I attach them together it'd mean a lot of fiddly vertex picking.
Now that I think of it, I'll need to scale the bones so they fit -inside- the mesh objects right? Or won't that matter, since the mesh won't deform, just pivot?
Once I've got that all worked out limiting the movement to a single axis for each limb should be easy right? It's just a matter of keying in the desired rotational values?
I've never tried anything with bones before, hell I rarely animate anything at all. I've read up on the principals, the differences between FK and IK, and the various solvers (HI seems to be what I want, right)?
But it's all academic, and I'm struggling with the simplist technical things.
The few tutorials I can find seem to ignore the fact that when you create bones they're locked or something, and can't be moved into their correct positions.
Here's what I've got:
http://wolf.alphalink.com.au/maxhelp_bones01.jpg
I drew the bones in the front view since that has the most visible 'limbs'... But they're still only drawn in by hand and all of them need to be shifted slightly into their correct pivot spots. The last one needs to be rotated 90 degrees to match the last arm too.
But I can barely move them. Some seem to move slightly and others not at all.
I haven't applied any bones to the objects yet.
Speaking of which, once I have the bones in the right spot, does it matter that the limbs are still seperate objects? They don't even touch each other since I just want them to rotate on their single-axis pivot points.
(You following me still?)
I figured it would make it easier to apply each object to its bone if I kept them seperate. If I attach them together it'd mean a lot of fiddly vertex picking.
Now that I think of it, I'll need to scale the bones so they fit -inside- the mesh objects right? Or won't that matter, since the mesh won't deform, just pivot?
Once I've got that all worked out limiting the movement to a single axis for each limb should be easy right? It's just a matter of keying in the desired rotational values?
