View Full Version : Sliding toes in 5 still not fixed???
I was told the the problem with the toes sliding would be addressed in 5. Unless Im missing something it seems to me to still be there.
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FredMerlos
09-03-2003, 08:05 AM
Wrong.
In MB5: In fact if you pin in TR the toe base and release the Pinning for the ankle. By rotating the ankle you the toe base will stay in place and the ankle will rotate arround the toe base.
By the way, there is now individual Toe contact floor..that you can pin also.
The quadruped support bring a complete and impressive set of floor contact constraint that work also with hands.
Some people argue that there is a problem just because there is not a function just like in LW. It seems that some peoples can't easily adapt from an app to another.
Frederic Merlos
http://homepage.mac.com/fredmerlos/
Thanks Fred but no Im not wrong. I have no problem learning something new. I do everyday and is a BIG reason why like this field. There is always something to figure out.
Have you animated awalk cycle using that method above? I just did and toes still slide. Ive been animating characters for 6 yrs so dont tell me its a tagent thing or lack of willingnes to change. I know what it is and its the IK trying to reach its goal.
Bottom line is Kadara didnt do what they said and I cant believe this acceptable behavior on a rig. Maybe for mocap its ok but not keyed animation. Yes I can try to find a work around but thats not the point. They said we would have other foot rigging options.
FredMerlos
09-03-2003, 05:38 PM
:)
Hey tOd, sorry about the misunderstand, my last sentence wasn't about you. I was referring to other many treads that concerning the roll features in MB in other forum too.
Frederic Merlos
FredMerlos
09-03-2003, 06:02 PM
tOd,
quote:
"Thanks Fred. Yes that work fine. I have no problem learning new ways of doing things."
It seems you edited your post and change your opinion.
Take a look a the "Catskeleton" in MB 5 and tell me if the toe slide if you pin them ?
Of course it require now toe base bones and toe end bones in order to get the control of the toes.
In MB5 you can control the toe, the ball and the ankle position. you have the three rotation point of your foot.
You can pin successively each one to prevent foot sliding while making your walk poses.
Frederic Merlos
Yes Fred I did. Because I posted a bit to soon before I had finished out the complete cycle. I shouldnt have done that.
Right know I dont care about the cat rig. I want the Bi Ped rigs feet to work and the toe s not to slide.
No the toes dont slide when Im making my poses. But after I set keys and adust the splines to flat where they need to be for the foot and ankle effector the toes slide backard in the animation. Get the Ninja character and do a walk cycle with him and show me the scene where the toes dont slide when playing the animation back. Then Ill believe you.
Why Kaydara cant understand this is beyond me.
FredMerlos
09-03-2003, 07:01 PM
Biped foot rig can react the same as the quad foot rig now if they have the required bones.
By the way there are many NEW foot control option under character setting and you can choose the point pivot of the foot contact floor.
You can't say that Kaydara didn't bring new foot control in MB5 because they did it.
(Reference manual page 305)
Frederic Merlos
FredMerlos
09-03-2003, 08:53 PM
Hey tOd,
I did again a test, with plasticman (same foot setup as ninja).
Those model come from MB version 4.XX. They haven't toe control effectors, only Ankle and Foot effectors.
I admit it miss the control toe effector to achieve a good and nice walk foot motion.
So they don't take all the benefits of the new MB5 foot control.
But if you add those news extra-bones required by MB5 for the toes, like in the "catskeleton "example , you can get this helpful control.
Now, about the test, I did six or seven walk poses with plastic man, and the toe don't slide during my playback.
I did all my keyframe in Linear mode to avoid tangent "problem" on the motion curve.
My advise is to put the the "Reach T, Reach R and the Pull values to 100.00 for the Control Foot Effectors. In this case the toe bone follow exactly the IK and not the FK rig. I can see that the FK rig (yellow) move in an "unxepected" way during the playback.
Another important setting is the Feet Contact Stiffness (under Character setting/floor contact) I put it at zero to get less constraint on the feet and they move/bend in a more expected way.
Hope it helps.
Frederic Merlos
Hey thanks Fred! Ill give it a try.
Hey the playing with the reach settings alowed me to fix it. Works great! Thanks so much. :buttrock:
FredMerlos
09-06-2003, 02:52 PM
Glad to ear that it help ;)
Actually, I'm testing the various feet floor contact solvers and I found that the choice of the pivot point (in feet floor settings) is also determining on the toe movements during the floor contact.
For example, if you choose the Ankle as pivot point while you plan that the toe should be the first contact on the floor you might experiment a sliding toe effect. In this situation it's better to choose the Toe pivot solver.
There are many setting options for the needs of the different situations. The default settings seems to be a compromise of these different situations.
Frederic Merlos
http://homepage.mac.com/fredmerlos/
Where did you find these settings for the floor control?
FredMerlos
09-06-2003, 07:14 PM
In Character Window.
There are two tabs:
-"Character definition" where are the comprehensive list of bones needed to characterize the skeleton.
- "Character Settings" where are all the settings like the feet and hands floor contact, the stiffness of each effectors and the "Pull" very important to change or modify the reaction/behavior of each effector of the rig.
Frederic Merlos
http://homepage.mac.com/fredmerlos/
Thanks for your help Fred. :thumbsup:
DaveLEWIS
09-09-2003, 10:40 AM
Hi there FredMerlos,
I wonder if you could help me out as I am a Visual Creative and not technicaly inclined.
Can you post an example fbx with the Heel_Roll/Toe_Roll, as I just can't get MB to do this for me.
I have tried all of the settingd in MB5. I have tried making a custom Rig first using object Nulls, then using Auxiliary Effectors, which I posted an example of over in the Kaydara Forum.
This problem is incredibly frustrating for me. If you could share your knowledge, I would be most grateful.
Thankyou.
Best Wishes
daveythegravy
Im having the exactly the same problem as some of u guys, im also disapointed that there isin't an easier way to solve this problem. It's just not acceptable! All that time we save by MB's realtime graphics are wasted trying to get the foot to roll properly.
DaveLEWIS
09-29-2003, 11:58 AM
Hi,
Kaydara have assured me that they are working on the problem and that it should be implemented with a point release in October.
Finger crossed here.
Best Wishes
daveythegravy
Originally posted by daveythegravy
Hi,
Kaydara have assured me that they are working on the problem and that it should be implemented with a point release in October.
Finger crossed here.
Best Wishes
daveythegravy
U know they said that way before version 5 came out. But i trust them this time:thumbsup:
I still think MB is great, foot roll or not!!
DaveLEWIS
09-29-2003, 02:13 PM
Yeah, well,
I caused a bit of a stink about it over on newtek forum, rightly or wrongly. So they have to deliver this time, Thier reputation on the line.
I just purchased MB5 and I praying that kaydra can be as good as their word this time.
I do like the idea of making 3D games with MB5 and the Motioncapture option for driving for example, a car. So it was worth my £160 any way.
Best Wishes
daveythegravy
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