Auxiliary effector and stepped keys

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
Old 03 March 2013   #1
Auxiliary effector and stepped keys

Using an auxiliary effector to lock a hand to an object. All the keys are stepped during this blocking phase of animation. The character moves as it should but the aux eff floats in between keys - looks like an euler rotation problem but that is probably not the reason.

Any suggestions?


=magilla
__________________
______________________________________________
The Black Temple
 
Old 04 April 2013   #2
nothing?

I must mention that it is only during playback. When you stop playback the objects snaps to the correct position - however this messes up all the playblasts.
__________________
______________________________________________
The Black Temple
 
Old 04 April 2013   #3
Depends on how you "locked" your objects to one another. They also might have differing rotational animations if they have gimbal lock or something.

edit: ah I see you're using HumanIK...I have no experience with that so I'm going to back out of this thread...
__________________
MPC NYC
Andres Weber | CG Generalist
434 Broadway, 9th Floor, New York City, 10013
GChat AndresMWeber
www.moving-picture.com

Last edited by Daemonecles : 04 April 2013 at 08:37 PM.
 
Old 04 April 2013   #4
thanks for the reply,

I just used the standard method of turning on the auxeff from the control panel. The stick is parent constrained to the auxeff. I created a control as a child of the auxeff and constrained to that instead and it removed the issue.

I can see as I scrub the timeline that the elbow is the culprit, it rotates and the auxeff goes with it - although since I switched to a child control it no longer affects the constrained object.

Confusing but worked around.

I also note that the proxy geo parented to the spine joint in the reference skeleton is also spinning in between keys. if I remove it from the hierarchy and parent constrain the geo instead it also removes the problem.

=magilla
__________________
______________________________________________
The Black Temple
 
Old 04 April 2013   #5
so why do various parts of the Human IK rig feel the need to rotate aimlessly in between keyframes?
__________________
______________________________________________
The Black Temple
 
Old 05 May 2013   #6
Originally Posted by magilla: I also note that the proxy geo parented to the spine joint in the reference skeleton is also spinning in between keys. if I remove it from the hierarchy and parent constrain the geo instead it also removes the problem.
=magilla


Found that this was due to the history not being deleted from the geo.
__________________
______________________________________________
The Black Temple
 
Old 05 May 2013   #7
Originally Posted by magilla: so why do various parts of the Human IK rig feel the need to rotate aimlessly in between keyframes?


What is the key preference set to for HumanIK? The default in 2013 was changed to be quaternion which could mean the aux effector isn't using standard Euler rotations and thus not using the stepped setting.
__________________
My opinions do not represent those of my employer.
 
Old 05 May 2013   #8
thank you BoostAbuse,

I wasn't actually aware that there were separate settings for the HIK curves - or that quats couldn't be stepped! The settings were on Quat SLERP.

That has fixed the aux eff and the hip problem.

=magilla
__________________
______________________________________________
The Black Temple
 
Old 06 June 2013   #9
So after blocking the action with stepped keys I switch this back to spline tangents but the resulting motion looks really wack.

I have reset the tangents to quat but some controllers seem to retain their stepping, others have bizarre rotation interpolations.
__________________
______________________________________________
The Black Temple
 
Old 06 June 2013   #10
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 06:08 AM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.