Hello, Joe.
I’m curious about this problem, and about any solution you might have in dealing with it. Last November I sent a bug report to Steve Sappingtion about the jittery behavior that can result when a two bone chain is nearly stretched out, & where the distal bone is governed by a Kinematic Constraint. Bob Croucher replied. Bob talked over my head, about “Support Limit Solvers” and about “fairly low precision numbers.”
Well, anyway, the upshot was that Bob devised a new way to calculate kinematic chains, and that this new way was implemented into v11.
I’m still using v8.5 and v10.5. I haven’t upgraded this year. I’m assuming you’re using the latest version of v11. [Of course you are! – you’re using the latest dynamics constraints! – how could I forget!] It’s vexing to hear that this sort of jitterbug problem is still around. Please, Joe, if you do find a solution or a workaround, could you share it with us?
Stephen Millingen was having similar troubles with Briar Rose. It’s something about beautiful women characters. They have to stand on their long lovely legs, keeping them fairly rigid, as they shift their weight around. That situation, where the Kinematic chain between the heel and the hip is almost fully stretched out, is very taxing for the program to calculate. Cartoony characters, such as my alligator boy, can always get away with keeping their knees slightly bent. When the knees are bent the jitterbug problem vanishes. Beautiful babes don’t have this luxury.
Have you got a minute, Pequod? Care to chime in? How is Briar behaving these days? Legs doing okay?
Sincerely,
Carl Raillard



