View Full Version : Creature Tools is now on-line!
Anchuvi 07-02-2003, 10:01 PM Right guys and gals I have uploaded Creature Tools onto my site - ant-online (http://www.ant-online.co.uk)
Feel free to download the Free version...
I also want to add that I am not 100% confident with the payment system just yet so if you do feel like buying it then please let me know of any bugs...
Thanks all, and I would apreciate any feedback...
http://www.ant-online.co.uk/CreatureTools/RigFinal.jpg
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Jozvex
07-03-2003, 01:12 AM
Excellent! I'm checking it out now!
magilla
07-03-2003, 03:48 AM
A few things that I noticed:
The elbow target is in front of the char! - is this meant to be - kind of gets in the way.
I can't see a way to blend between ik and fk on the arms?!
The knee target bone seems wacky, which is related to a major problem with all the automated rigs that I have tried. You mention on your site that the best position for the model to be rigged in is a relaxed 'arms down, knees bent, legs apart' type pose. However the best way of setting up ik with preferred angles and pole vector constraints is with the joints dead flat along the axis that they aren't meant to rotate on - otherwise the ik & pole vector end up rotating on the wrong axis - causing the calf to roll over etc.
I tried rotating the bones to maintain the correct angle - but your setup only takes into account the translation of the joints not rotation.
--magilla
Anchuvi
07-03-2003, 07:49 AM
Yes the elbow target is meant to be in front of the character, it gives better control when you have IK on. To switch IK on/off you have to go to the Animation Tools in the menu, there should be an Arm IK menu item.
I have to disagree about the joints, I always found it better to have them slightly bent in the directions they should bend when applying IK.
magilla
07-03-2003, 08:17 AM
you misunderstand me.
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flat along the axis that they aren't meant to rotate on...
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I agree they should bend in the direction they need to - but because your foot is not directly below the hip, the knee target is not working. The axis is thrown off because translating the joints without causing the axis to offset is extremely difficult.
I know how to turn ik on and off but how do you blend between it?
At the moment it just snaps from one to the other. With the Animan rig you have an attribute that turns on the fk (or ik) visibility whilst using the other to animate - this lets you snap the controls to the relevant position so that when you switch the control over there is no popping.
--magilla
Anchuvi
07-03-2003, 08:44 AM
I see what you mean now :thumbsup:
Aside from the Ik/Fk, whats the rest of the animation controls like?
Anchuvi
07-03-2003, 02:25 PM
I have added the Pro version so its now free....
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