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Character rigging challenge

Character rigging challenge

2005-03-08       - By MD

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Reply:     1     2     3     4     5     6     7  



If you dont want to read my gripes go to the last paragraph for the
challenge.

---

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.

---

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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