Metalinked Clothfx and IKB bones...


#1

god, havent toiled with lw in almost 2 years and man am i rusty!

www.3Dink.com/testgrenade.mov
here is a test using clothfx on a simple ribbon, with a higher res ribbon metalinked to it, which then has a EditFX baked null with a IKB bone, driving the bone of another grenade obj…

LOL!

Someone tell me theres an easier way and Ive just forgotten it all?

any new plugins or some way to simply take the clothfx, attach another object with its bone to it, using IKB for the bone?

Cheers!


#2

That unfortunatly is still the native way. Might not be applicable (because of IKB), but you could possibly skip the baking of the null and use dponts Node Item Motion interface to constrain the IKB bone to a ribbon point directly. Or using Burman’s (aka Cageman) “dynamic bone” approach (also using Node Item Motion) you could convert the ribbon displacement to item animation and bone deformation and have IKB bone simply be at the end of that chain. Taking it one step further, the same approach can even displace bones using other bones as if the first were points on a mesh. Ie constrain bonesB to meshA via Node Item Motion and deform meshA with bonesA. It’s easiest to rig with LW9.5 joints as you can simply offset them via positional values. Burman has a couple of videos explaining the (old) setup on Newteks and SpinQuads forum that might be worth checking out of this sounds interesting. There might be som newer stuff in the beta forum.


#3

hummm…FXedit bake IKBBone??? i dont think ive done anything like that before.
meta link and maybe a null…ill post example later…


#4

Howard, what app are you using daily?


#5

maya… over 2.5 yrs now… woa :wink:


#6

What a puts i did the same thing here meata link editefx null and just parent obj to null
sorry…

http://www.raymation3d.com/web-sample.html


#7

never mind dialup is acting up on me go to go…


#8

thats not the same, because I used an IKB bone with gravity to move the grenade around too, yours just follows the null but doesnt rotate :wink:


#9

thanks for pointing that out…i updated the link i did not use any bones this time all dynamics


#10

http://hangar18.campus.luth.se/~cageman/nodeitemmotion/Mixing_dynamics_1200x675.mov


#11

thanks cage! like i wrote on newteks forum, ill look at your video…


#12

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