View Full Version : Spline Based IK?
08-31-2002, 01:42 PM
Is spline based Ik possible in Lightwave? I'm working on ideas for rigging a character and have been looking at the book Digital Character Animation 2 and it recommended spline based IK. Any help would be greatly appreciated.
08-31-2002, 01:53 PM
I have that book -- and would ask "where would you use Spline Based IK? " That is typically like for a tail, or a ponytail, or even like octopus arms.
You can rig a character in LightWave with IK -- no problem.
I'm just wondering why you have set on "SplineIK" -- if you could reference me to the page in the book -- I'll have a looksee.
08-31-2002, 02:47 PM
Damn i need this function!
I saw this in Max 5 - it's so great and easy!
Unfortunately LW DON'T have Spline IK...
08-31-2002, 02:49 PM
You familiar with Messiah?
I believe that it has SplineIK, if I'm understanding the term.
(I just animate and model, I don't care what it's called :) )
08-31-2002, 06:23 PM
Deuce- It's on pages 160 and 183- one dealing with snake motion and the latter with a vacuum hose motion. Yeah, I know I can do it with simple FK or regular IK, but my results haven't been so good. It was the first I'd heard of Spline IK and it sounded like a great feature.
Messiah is a little out of my price range:)
Eugeny- Yeah, I saw that Max has it but the place I saw it it looked like a simple script that someone had wrote for it, maybe that's what was implemented in Max 5. Do any of you know if any other software packages support it (XSI or Maya). My school has them all so might as well use them if I can.
08-31-2002, 06:26 PM
Maya has spline IK, Xsi might too not sure, though I couldn't imagine it wouldn't have it. Another cool thing about spline IK is you can apply soft body dynamics to the control curve, neat stuff.
08-31-2002, 06:26 PM
yeah -- ok.
uhhh -- patience grasshopper -- patience.
You know that development is ongoing with LightWave.
You can setup tails, spines, etc. with simple expressions in LW. It's not the same as Spline IK, though.
01-13-2006, 04:00 PM
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