IK FK Blending 2004-07-06 - By Jamie McDonnell - Character Rigging / Animation TD
Back Worked like a charm, cheers Brad!
Jamie -- -- Original Message -- -- From: Bradley Gabe To: XSI@(protected) Sent: Tuesday, July 06, 2004 10:11 PM Subject: Re: IK FK Blending
The main problem with XSI's built in IK-FK blending is that it stores the FK rotations in the preferred angle parameters, which means your keyframed FK animation will affect which quadrant the IK calculations solve for. Therefore, as long as you stay within the same 90 degrees of your IK solve, you shouldn't get any flipping or jitter issues.
If you're going to use the 3-chain technique, make sure the chain that is being blended between the IK and FK chains is split into separate, single-bone chains (I only use multi-bone chains to do IK solving). I tend to use a pose constraint on them (which is faster than an orientation constraint) and use the built in constraint blending to do the mixing. It works like a charm.
-Brad
Hi guys
I have asked this once this morning, so please excuse my repeating the question but I promise it has evolved from earlier...
I gather from reading xsibase posts etc that the IK / FK blending on standard bones is not great, but does anyone know a workaround that will allow me to blend between FK of an elbow joint bending back on itself, and an IK punching motion? All I seem to get is pops and snaps when trying to blend between the 2 motions. I know I could put them on the mixer, but I need a true IK - FK blender to animate with...
Which led me to set up the 3 chain IK - FK rig, IK chain, Result, FK chain , expressions as clips on the mixer driving the rotation / roll / upvector angle , but the 2nd bone in the chain doesnt update until I change the frame...
Any thoughts sure would be appreciated...
Cheers all
Jamie
-- Bradley R. Gabe Industrial Light & Magic
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD><TITLE></TITLE> <META http-equiv=Content-Type content=text/html;charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1> <META content="MSHTML 6.00.2800.1400" name=GENERATOR></HEAD> <BODY bgColor=#ffffff> <DIV><FONT face=Arial size=2>Worked like a charm, cheers Brad!</FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2>Jamie</FONT></DIV> <BLOCKQUOTE dir=ltr style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px"> <DIV style="FONT: 10pt arial">-- -- Original Message -- -- </DIV> <DIV style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B> <A title=bgabe@(protected) href="mailto:bgabe@(protected)">Bradley Gabe</A> </DIV> <DIV style="FONT: 10pt arial"><B>To:</B> <A title=XSI@(protected) href="mailto:XSI@(protected)">XSI@(protected)</A> </DIV> <DIV style="FONT: 10pt arial"><B>Sent:</B> Tuesday, July 06, 2004 10:11 PM</DIV> <DIV style="FONT: 10pt arial"><B>Subject:</B> Re: IK FK Blending</DIV> <DIV><BR></DIV>The main problem with XSI's built in IK-FK blending is that it stores the FK rotations in the preferred angle parameters, which means your keyframed FK animation will affect which quadrant the IK calculations solve for. Therefore, as long as you stay within the same 90 degrees of your IK solve, you shouldn't get any flipping or jitter issues.<BR><BR>If you're going to use the 3-chain technique, make sure the chain that is being blended between the IK and FK chains is split into separate, single-bone chains (I only use multi-bone chains to do IK solving). I tend to use a pose constraint on them (which is faster than an orientation constraint) and use the built in constraint blending to do the mixing. It works like a charm.<BR><BR>-Brad<BR><BR><BR> <BLOCKQUOTE cite=midBAY17-DAV13gQkdzgXO00062ac5@(protected) type="cite"> <META content="MSHTML 6.00.2800.1400" name=GENERATOR> <STYLE></STYLE>
<DIV><FONT face=Arial size=2>Hi guys</FONT></DIV> <DIV> </DIV> <DIV><FONT face=Arial size=2>I have asked this once this morning, so please excuse my repeating the question but I promise it has evolved from earlier...</FONT></DIV> <DIV> </DIV> <DIV><FONT face=Arial size=2>I gather from reading xsibase posts etc that the IK / FK blending on standard bones is not great, but does anyone know a workaround that will allow me to blend between FK of an elbow joint bending back on itself, and an IK punching motion? All I seem to get is pops and snaps when trying to blend between the 2 motions. I know I could put them on the mixer, but I need a true IK - FK blender to animate with...</FONT></DIV> <DIV> </DIV> <DIV><FONT face=Arial size=2>Which led me to set up the 3 chain IK - FK rig, IK chain, Result, FK chain, expressions as clips on the mixer driving the rotation / roll / upvector angle, but the 2nd bone in the chain doesnt update until I change the frame...</FONT></DIV> <DIV> </DIV> <DIV><FONT face=Arial size=2>Any thoughts sure would be appreciated...</FONT></DIV> <DIV> </DIV> <DIV><FONT face=Arial size=2>Cheers all</FONT></DIV> <DIV> </DIV> <DIV><FONT face=Arial size=2>Jamie</FONT></DIV></BLOCKQUOTE><BR><PRE class =moz-signature cols="72">-- Bradley R. Gabe Industrial Light & Magic </PRE></BLOCKQUOTE></BODY></HTML>
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