Usng IKBooster Everyday


#1

Anyone got IKBooster intheir character animation pipeline?
If so, what ae the joys and woes that you encountered?
Whats your wishlist for IKbooster?


#2

IK Booster Does Not Work For Legs. ( No reverse foot rotation ) It is a joke.

In virtually every program available… legs are the easiest things to set up. Ik boost can’t even mange this relatively easy task. When they showed the demos of how easy it was to use I remember saying to myself " Cool. This could be an IK system that will finally be as nice as mayas or XSI’s … Now show me some real rigging "

And alas, it wasn’t to be.
It’s too bad really.


#3

It really was shown incorrectly when it came out. And this is sad because the power of it is ignored because of it.

I use IKB for immediate rigging needs. If it’s an animation that will be dealt with over time, then a regular rig is best. An example of using it ‘after-the-fact’ would be using it on an animation merged from MotionBuilder.
Most of us don’t have (or haven’t rigged) the MotionBuilder skeleton for IK in LW. However, I’ve run into times where I wanted to tweak the anim in LW. This is quite tedious as it’s all fk animation. With IKB and some pinning, one’s tweaking facilities are multiplied. But that’s for CA.
For other things, IKB is great for those bits that dangle and are connected, like hoses on machines and battering balls on demolition cranes. They work great at simulating hydraulic hosing.

My wish for IKB? The same as it is for all of LW: give me more speed. The tools are fine, I just need them to behave faster, from animating with a full rig, expressions and IKB on to being able to press the spacebar, for example, and watching what I’ve just animated play back at near-real time. That is, at least 24fps in wireframe mode.


#4

Hmm…nice idea. Never thought of that. Maybe one of these days I’ll actually get around to upgrading from 7.5…


#5

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