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rhythmone
08-02-2003, 12:09 AM
I have done this setup 3 times and I always get confused at the part where the spline ik handle is hooked up via the twist attribute.

Why not simply create the expression so that the twist is driven directly from the shoulderControl???

back_ikHandle.twist = shoulderCntrl.ry

Why create a joint system for orientation? The only reason I can think of... is maybe the switching out of rigs... highrez, lowrez, etc....

rhythmone
08-02-2003, 12:41 AM
OK... I got it.... its so the FK will also affect the twist. Unfortunately, this is where the DVD speeds up and the documentation is a little off... so your're kinda left on your own here.

PS - documentation says to use jsMakeOrient.... but that will give you a 404

jschleifer
08-03-2003, 10:01 AM
The reason that you use a joint system is because the actual rotateY attribute will not always give you the correct result. what happens if your character is rotated upside down? Then when you use the ry, the twist will happen backwards. You need the extra joint steup in there to actually determine the relative orientations between the hips and the torso.

trust me. Try it. If you use the ry it will work great while the character is facing along z, but turn it upside down.. see what happens. Turn it on it's side & see what happens. Try it. I swear to god. :)

As for the 404 error.. try using the button on the shelf where it says use jsMakeOrient. Basically it's asking you to make an orient constraint. The jsMakeOrientConstraint script simply automatically creates the offset for you. It may not be necessary in 5.0 as the constraint offsets are already part of the command... but regardless, you can use the button on the shelf to get it to work.

cheers,
jason

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