View Full Version : IK refresh in Maya 5
waderyer 08-13-2003, 05:52 AM So, I'm setting up my first character rig in Maya 5, and realizing that things are quite different from 4.5! One of the many thing, what's up with the refresh? I'm basically just setting up the legs and it seem that when I move my hips the feet move down as well.
how it should work in 4.5:
http://www.ryerdesign.com/temp/leg_test.avi
But when I actually set key frames in 5, the feet snap back into place how they're supposed to! Is there any way to have the IK behave how it is supposed to, like in 4.5?
Here's the scene files, if that helps at all:
http://www.ryerdesign.com/temp/leg_test_maya4.mb
http://www.ryerdesign.com/temp/leg_test_maya5.mb
Thank in advance!
-Wade
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cavetroll
08-13-2003, 12:18 PM
you have to make your IKs sticky to have 4.5 behavior. you also could disbale the ik/fk switching. there even is a script bentllama posted once, that switches all your Iks in your scene to a sticky state. think it's available on highend.
cheers.
JoeSchmo
08-13-2003, 06:21 PM
Yeah that srewed me up at first too.
If you disable ik/fk switching, (It's enabled by default) Skeleton > ik/fk switching (uncheck it)
you can make the iks sticky again in the att ed
and it works just like 4.5
Joe
leif3d
08-15-2003, 05:45 AM
if I'm not wrong when you parent your ik's to any freezed transformed object and use it as the control...it automatically behaves as "sticky" would...that's probably the way you may whant to work....selecting those ik's are a pain....
cavetroll
08-15-2003, 11:50 AM
leif3d.
you are completely right parenting your ik-handle to an controlObject and then hiding that annoying thing. the point is that due to maya5's new automatic IK/FK blending creation ability you can always rotate your bones in FK-mode. this causes the ik-handles to stay in place but for example the feet of your char don't stay at ground level when moving let's say the hipCtrl. this even happens when your handles are parented to a controlObject!
so, if you want your ik-solver to behave the way you want, you have to make them ik-handles sticky or disable ik/fk-blendig in the skeleton menu.
cheers.
leif3d
08-15-2003, 03:52 PM
wow!....that's a skrew up!....one of the many in maya 5 anyway....
have you tried cloth, soft and riggid bodies! ...... thats even worse!.......good thing I haven't tried rigging in maya 5 yet.....I'm using FinalRig.....hehe....problem solved....eventhough I like rigging, it consumes too much time, so I prefer to stay focused in animation....if you haven't tried it give it a look, it's a great tool....thanks for the great tip though!.....
cavetroll
08-15-2003, 04:57 PM
sorry. I don't think it's a skrew up. never had problems with that anyway. rigging in maya5 for me works pretty much the same as in 4.5 and I do really like the new constraints and their options. softBody dynamics also work fine for me. there is no difference to 4.5.
as far as the ik/fk thing is concerned I haven't really much tried it yet because I am doing the blending by blending constraints. that is because in maya 4.5 it the ik/fk thing didn't work very well. anyway on my current project I had 7 chars rigged in maya 4.5, got my hands on maya5 to test the rigs and everything worked pretty much the same except for the sticky thingy, which for me not really is an issue.
so we decided to switch to maya5 and are really happy with it. just finishing the last char (number9) now before we go into animation. really looking forward to see our rigs work and to get some life into our chars.
anyway I really do like doing both, rigging and animation. as for latter it's the reward for all the rigging work I did do.
just my 2 cents.
nottoshabi
08-15-2003, 07:50 PM
Cavetrol congrats on your riggs.:applause:
Man 9 char WOW thats a high number. What was the time limit?
And I hope you suaped some skeletons cause otherwise thats a whole lot of joints to name. :hmm:
In 5 I thinck the aim, and point constraint is a little different besides that I thinck 5 kicks ass. But I have't been abel to figure out how to get the ik/fk blending thing. I have been working with the 3 joint set up.
Good luck with your project. :wavey:
cavetroll
08-15-2003, 09:27 PM
well, thank you nottoshabi.
as far as the time limit is concerned I must say that this is a student project. so I had a lot of time to do some research and testing at the beginning until I had my first character set up with all the features I wanted to implement. because I knew that we would have 9 chars in our short film (must say that 4 of them don't have legs...) I wanted to have a masterRig that is really easy to animate and would stay stable during the production. that also was about the time when I first saw all the wicked stuff jason has in his rigs...
anyway I did spent over a month in developing my rig and doing some tests before I was at the point where I wanted to be. I learned a lot about rigging in maya during this time and developed a personal pipeline for the other rigs to set up. so after all I was able to reuse a lot of stuff for the future rigs to come and managed to do the other rigs in 2 or 3 days (no weighting, no blendShapes, etc. just pure rigging).
as I said before all the setup work, modeling, texturing etc. is nearly done now and we definitely are looking forward to animation.
again, thank you and :beer:
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