hey cool

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  07 July 2002
hey cool

wow, i never noticed this section. This is most of what I do at work. LW and maya.

cool.

Mike
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  07 July 2002
Wow...cool...then please tell the tips u use at work...

Thouse i know:
- The new smart trick with the "stretch bone" as a muscle...postet some where else
- The "double forarm bone" trick...
- and a stupid one: mix two sceletons so you can shift between ik/fk with a switch.

is there more...what do you know?

----
hmmm... old tricks:
- bind the teeth to the jawbone
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Last edited by TheDevil[DK] : 07 July 2002 at 02:12 AM.
 
  07 July 2002
for maya or lw?
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  07 July 2002
Realy doesn't matters... most stuff can be done equal in Maya, lightwave, Max, XSI ...with workaraounds and scripts. So just post the trikcs and lets get this thread started and see where it ends :airguitar
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Martin Andersen
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  07 July 2002
Yes Please!
I am still trying to get a good solid rig that I can use in LW.
You know, the one you can use to sart every character with and then modify!
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Kory Heinzen
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  07 July 2002
In Max I did leg rig where the foot will never penetrate the "floor". The floor height can be defined using any object for easy visualization (such as a plane), and it can also be animated. No scripts, just expressions and custom attributes. Some packages have this built-in, but Max doesn't, so if any Max'ers are interested I'd be happy to post an example. Any takers?
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  07 July 2002
That'd be cool LFShade, I'd like to see it. I generally use a link constraint on my foot controller that I switch between the ground object & my 'com' helper object as needed.
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  07 July 2002
I've made a simplified example to show here. A lot more can be done to customize and embellish this rig, but it's stripped down to just show the technique I use to constrain to the floor. Basically this consists of an expression controller with three variables:

1.  The Z-position of the floor object (which can be any single object).
2.  The Z-position of a handle object to which the IK target is linked.
3.  An offset distance from the handle's initial Z-position to the
    ankle joint's initial Z-position (since this is where the IK target is
    located.  If your setup were to have the IK target at the same
    Z position as the handle it would not be necessary to include
    this variable).

The expression then looks something like:

      if((handle>floor),(handle+offset),(floor+offset))

or in plain english, if the handle is above the floor, position the IK target according to an offset from the handle. Otherwise, position the IK target according to an offset from the floor.

I added expressions so that the IK target will follow the handle in X and Y as well. I also added a custom attribute to the handle for ease in setting the floor height, although one could just as easily grab and move it to the desired height.

This setup has served me well. However if anyone has problems with it, or ideas to improve upon it, I'd be happy to hear the feedback
Attached Files
File Type: zip leg_floor.zip (14.1 KB, 37 views)
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  07 July 2002
Quote: Originally posted by TheDevil[DK]

- The "double forarm bone" trick...
-


http://www.cgtalk.com/showthread.php?s=&threadid=12500
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bent...
bentllama
...
 
  07 July 2002
everyone knows the standard reverse foot right? using nulls or groups for extra pivots?
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  07 July 2002
no? please explain....
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Martin Andersen
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  07 July 2002
build a basic hip to ankle ik chain, then take the goal for that chain and parent it to a null/locator that is located at the ball of the foot, when you rotate that null the ik goal gets pivoted around the ball and the ball stays on the floor.

Once that is working parent the ball null to another null that is placed at the heel, now you have a pivot that rotates the foot from the heel...... there are ways to keep the toes level and the foot oriented while doing this as well...

Mike
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The people I work for: http://www.theembassyvfx.com
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  07 July 2002
More please!
I love hearing how people make things work.

Hey mike do have a trick for keeping the feet really "stuck" on the ground? I find that some times when I am animationg the feet kind of wriggle a bit when I am moving the hips and stuff. Is it a goal strenth issue, rotation limmit thing or could it be an IK in the ankle deal. I have messed with them all.
Any suggestions would be great.

And how about the Reverse hip set up.
Care to explain!

PS I use LW
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Kory Heinzen
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  07 July 2002
Here it is



hope it's usefull
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Martin Andersen
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  07 July 2002
AHHH the ol' flaten the curves when the foot is on the ground trick. Would it be helpfull to animate with liner or flat curves, then convert only the ones that are needed?
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