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ssfire
07-31-2003, 02:00 AM
I submitted this question to Maxon twice but have not gotten a reply. Can you folks help me out here:

attached is a very simple bone chain.

If you move the Handle, the chain does not follow it very well. Some bones in the chain have angle constraints of (H,P,B) = (0,0,any), but this should not matter because there are other bones that have no constraints, and so it should not be difficult for the IK solver to find a solution. What's wrong?

Thanks
-ScottDude

danb
07-31-2003, 02:46 AM
sup dude. i just messed around with you scene, and if you delete the two ik tags the chain works fine. although i don't know why. why did you want ik tags on those two bones anyways, just curious. :thumbsup:

just messed with it again. this time i just enable the h,b,p, limits on the 3bone and it produced the same results. so it only does that with that bone and not 5bone. wierd stuff happenin there. a bug maybe?

ssfire
07-31-2003, 04:33 AM
I was rigging a skeleton and wanted to use the Motionbuilder bone conventions, in which each limb has two bones: an "upper" half that pivots freely at the joint, and an optional "lower" half that only rotates around the bank angle. This way, I figured my rigs would be Motionbuilder-ready once .fbx support comes out. Needless to say, the resulting rig was totally unusable because of this apparent bug.

I wonder if Motionbuilder support requires Maxon to make fundamental enhancements to the underlying IK system of C4D. If so, these upgrades will be welcome additions.

-ScottDude

Anadin
07-31-2003, 09:20 AM
Having done the motionbuilder export from maya, you don't have to worry about any tags or restrictions or anything. Just put the right named bones in the right place and then get your skin weights right.

Motionbuilder sorts out how all of the bones work for you. It's really nice!

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