Fwd: Character Key Sets in XSI 6.0 - weirdness

Date : Wed, 3 Jan 2007 00:47:58 -0500
To : XSI(at)Softimage.COM
From : "Adrian Lopez" <liquidlightdigital(at)gmail.com>
Subject : Fwd: Character Key Sets in XSI 6.0 - weirdness


---------- Forwarded message ----------
From: Adrian Lopez <liquidlightdigital(at)gmail.com>
Date: Dec 31, 2006 12:52 AM
Subject: Character Key Sets in XSI 6.0 - weirdness
To: XSI(at)softimage.com

I'm sure the more brilliant among us, and perhaps the beta testers, have already figured this out.  The CKS included with the Biped Rig, seems to break the rig when used.  I'm still learning about this feature, so I'm open to correction, but as it stands, the Biped Rig CKS keys the upperarm, forearm, thigh and shin bones in the biped rig - this kills the upvector constraints on the limbs, and they lose all functionality after the first full rig key.

Perhaps this was intended for a full FK rig, but then one wonders why its created in the default biped rig, without documentation.  Took a while to figure out that I had to remove the aformentioned kinematics from the CKS so that full rig keys would work as expected. 

I'm wondering though if its possible to save out Character Key Sets - so we can swap them out as needed.  That way we can create one for IK posing, another for FK.

Am I missing something?  Am I using CKS correctly?

--
Adrian Lopez
CEO | Director | Producer
Liquid Light Digital
Kingston, Jamaica
C:  876.381.2471
W: 876.978.6418

www.liquidlightdigital.com

HD/SD Production | VFX & Animation | Production Management

--
Adrian Lopez
CEO | Director | Producer
Liquid Light Digital
Kingston, Jamaica
C:  876.381.2471
W: 876.978.6418

www.liquidlightdigital.com

HD/SD Production | VFX & Animation | Production Management

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