Character rigging challenge 2005-03-08 - By MD
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If you dont want to read my gripes go to the last paragraph for the challenge.
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As far as I can tell there is absolutely no way to use the IK Chain tool to create an IK chain on a simple leg consisting of a thigh, shin and foot - and have the leg move naturally for animation.
I am NOT using bones, the thigh, shin and foot are spline objects that are linked and have their hotpoints in the right postion to simulate a hip, knee and ankle joint, and all parts have constrains applied to limit the joint range of motion to normal human positions.
I have spent about 12 hours trying different configurations of IK chains, IK, IK terminators, IK targets and nothing works. Apparently the IK Chain tool only works with bones.
The main problem, as has always been a problem in Carrara, is that the feet will not stay planted even if they have an IK target. If I move the body, the feet slide right along for a bit.
The reason that the foot slides is that the IK target appears below and in front of the foot, giving some wiggle room. In order for the foot NOT to slide the IK target needs to be in the same space as the foot.
When I posted last time everyone gave me suggestions for bones and IK. I AM NOT USING BONES. I am animating an articulated insect character. So I dont need to deform a mesh. All I need is the limbs to move naturally and the feet to stay planted.
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I am posting a challenge here for anyone to produce a natural biped walk cycle with an actual character. The walk cycle must be produced with articulated limbs, such as, a thigh, shin and foot which are modeled objects or primitives linked and constrained (in other words, not bones). The procedure must be reproducible for any biped character. Afterall if the cycle only works for one type of character - what is the use in that?
If anyone succeeds please post to the files section.
Mike de la Flor
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