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Old 06-26-2003, 07:56 PM   #1
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Leg rig. Animated pivot

Constructed a leg rig today, and I thought that an animated pivot for the foot would be nicer than all those nulls ppl use

Tell me what you think!

http://www.dalnet.se/~tudor/download/leg-rig.avi
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Old 06-26-2003, 08:08 PM   #2
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Intersting. Mind explaining how you set it up?
 
Old 06-26-2003, 08:12 PM   #3
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I'll post the scene in a little while. I just want so see if someone can pick it apart 1st
There is no magic about it. It works perfect and is so damned simple to set up its amazing!
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Old 06-26-2003, 08:50 PM   #4
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If I had to guess, I'd say you've got on null in the ankle and all the IK goals are children of it....when you rotate that one the whole foot rotates. I use the same kind of thing, but I've got it written down somewhere what the hierarchy is. No sense cluttering the mind with things that can be looked up.
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Old 06-26-2003, 09:07 PM   #5
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Amazing, first time I see that kind of setup !
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Old 06-26-2003, 11:10 PM   #6
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It looks cool, but have you animated a walk cycle with it yet?

I'm seeing a small wiggling of the foot when you slide the pivot. This could pose a problem.

I'm also wondering if it's annoying to keep moving the null to where you want to the rotation point. Having more than one rotation null, located where you know it to be, and with proper proxy objects seems easier to select and manipulate.

It's a cool setup nonetheless... I'm just wondering if it's better for animating a foot than the traditional method.

I think it could be really useful for manipulating hips, though. Just a thought.
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Old 06-27-2003, 03:30 AM   #7
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Looks pretty cool...I'd be interested to know how you set it up.
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Old 06-27-2003, 03:59 AM   #8
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How come the toe bone doesn't remain independent when you pivot the rotation at the toe? Can this setup do that? Like lifting the heel without altering the toe?
 
Old 06-27-2003, 06:37 AM   #9
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Toonshady and Webfox:

I don't do setups that way. After working as an animator for several years now, I appreciate simplicity more.
for example: Say that I have this automatic toe bend thingy, how does it know if the foot have ground contact, or is lifted (middle of a step). Also some setups with lots of nulls gives many many animaition channels working against eachother. So much easier just to have one set of channels, aint it?

Quote:
Originally posted by toonshady
How come the toe bone doesn't remain independent when you pivot the rotation at the toe? Can this setup do that? Like lifting the heel without altering the toe?
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Last edited by Tudor : 06-27-2003 at 06:59 AM.
 
Old 06-27-2003, 07:37 AM   #10
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The "fewer channels" argument is definitely in your favor and a very good point. I know that, firsthand.

Your foot still wiggles in the video, though. Have you found a way around that, or does it not show up in animation?
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Old 06-27-2003, 07:40 AM   #11
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Oh! the wiggling is now just a memory!
It was just me not being too precise about things

That should actually help you pick apart this scene.. Hmm.. wiggling.. Is he trying to compensate for something

I'll post the scene in a few hours btw
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Last edited by Tudor : 06-27-2003 at 08:54 AM.
 
Old 06-27-2003, 08:54 AM   #12
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I thought computer guys bought flashy cars to compensate for "something."

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Old 06-27-2003, 08:56 AM   #13
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I don't even own a car


Well.. this is how I did it:

Leg bones..
Ankle null as IK goal for foot bone. (match goal orientation)
Ankle null parented to pivot null.
Pivot null parented to foot null

frame 0. Pivot null at heel.
frame 10, pivot null at toe. Compensate by moving ankle null back to original place.

Add cyclist to ankle null. Tie it to pivot null.
Now you can move the pivot and the ankle stays put.

Add foot main null.
With follower, tie translate on foot null to foot main null.
with follower, tie rotate on pivot to foot main null.

Now only animate pivot null and foot main null.
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Last edited by Tudor : 06-27-2003 at 09:05 AM.
 
Old 06-27-2003, 09:04 AM   #14
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And the scene to pick apart:

http://www.dalnet.se/~tudor/download/leg-rig2.lws

What I want to add to it is to make it possible to move pivot sideways to allow rotation at edge of foot.
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Old 06-27-2003, 09:13 AM   #15
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Do a walk cycle, please. Let us know if you like how it responds.

I can't tell if you're going to get weird movements with all the extra position curves of the pivot.
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