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BasHe
11-10-2009, 01:54 PM
Hi,

I just finished my experimental Dynamic FK rig. It is a alternate method for setting up bendy limbs in a FK fashion. I suppose it will be most practical for tentacles in this stage. To be completely practical with a biped setup I still have to find a way to get some IK functionality in it.

Anyway, It works on a "bend" system. With each bend you can controll the rotation, like normal FK. But, you can move this bend over the entire chain (and beyond). And, you can control the distance over which the bend is executed. Making it possible to do either a smooth or a sharp bend (or anything in between). I also added a multiplier so you dont need to rotate the gizmo that much to create a curl. With a script you can add as many bends as you like to the chain.
See link for demonstration:

demo (http://www.youtube.com/watch?v=18X2L8e5AkQ)

There is one thing tho, that I would like to add. The falloff of the bends is controlled by remapValue nodes, one for each of the joints, per bend. I would like to add like a profile curve in the attribute editor of the gizmo, with wich you can change all the remaps. I know it is possible to connect 2 (or more) remapValue curves together if they have the same number of controll points. But this falls apart as soon as you add point to the master curve. Isn`t there a way reference to the entire curve?

I`m really curious what you all think about this approach and wether animators think a system like this would be practical.

Bas

DanLane
11-15-2009, 11:03 AM
Good work!They look like nice and flexable results your getting there. Are you able to go into more detail about how the system works?

Cheers

Dan

phoelix
11-15-2009, 02:46 PM
Nice! i really like it, it's a very interesting aproach to animate FK Limbs. I think that animators will like it because Sometimes they want to save time animating only one or two controls, but other times they want to have a lot of control of the movement of limb, and this kind of rig enables them to do that. Great!.

wamo
11-15-2009, 07:03 PM
Looks really intersting,

I'm impressed dude ... if you could talk more about it ... I can assume a way in my mind to gather this result, but it should be tested ...

Thanks,

Boucha
11-16-2009, 01:31 AM
Nicely done, you must have used couple of dozen of joints. But is the joints actually dynamic, i did not saw any dynamics except for bendy and twisty deformation. I think the setup will definitely work for elephant's trunk, bendy arms, tentacles and worms and aliens :thumbsup:

BasHe
11-16-2009, 09:11 AM
Thank you all for your comments. I wont go into it in much detail how I did it, because it is quite a lengthy procedure to apply. I only used utility-nodes to calculate the realtionships between each bend and joint. I scripted the entire setup, because it would be a real pain to do all this manually. Sofar, it hasnt shown any sign of lag (20 joints 3 bends). But as you scale it up I guess that would be inevitable.
Indeed, it isnt dynamic in a simulation kind of way, but more in the sense that you have much more controll than static FK where the bend locations are fixed.

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