Thanks for the tip,
I solved the problem by constraining orientation my buggy bone to an arm
chain that works , and blend between my animation on the bone and the
orientation constrain of the ik system.
But if it will be a pos key than ist realy stupied me
Have to check.
Regards and thanks
Holger
> Von: Bradley Gabe <withanar(at)stanwinston.com>
> Antworten an: <XSI(at)Softimage.COM>
> Datum: Thu, 28 Jun 2007 08:38:41 -0700
> An: <XSI(at)Softimage.COM>
> Betreff: Re: Fk ik switch problem
>
> I can't tell you why it isn't working, but if time is going to be an
> issue and you don't find the answer, it might be better to work around
> it instead of fighting it. ( On a side note, it is for this reason I
> almost never use IK chains directly in my envelopes anymore, in the
> event an animation problem arises with the chains, I'd like to fix it
> without the envelope restricting what I can do. )
>
> This is not going to be pretty, but it isn't as bad as it looks. And it
> will definitely solve your problem if you can't work out the IK chain
> issue:
>
> A) Match FK Controls
> 1- Create FK controls (nulls and curves will do) and match up the rest
> positions of the controls with those of the IK chain.
> 2- Make sure the FK controls are children of the same parent driving the
> IK Chain roots.
> 3- Copy the FK animation from the bones onto the FK controls. Make sure
> they match up with your chain's FK performance.
> 4- Remove any local FK animation from your IK chain. Make sure the IK
> chain function properly with IK.
>
> B) Transfer Envelope off IK Chain
> 5- Select your mesh, and do Animate>Deform>Envelope>Select Deformer From
> Envelope. This selects all your envelope deformers.
> 6- Create a group and name it *ENV* or something similar. This will be
> used to quickly re-apply the envelope.
> 7- Select the mesh again and open the envelope weight editor. Save the
> envelope out to a file.
> 8- For each IK bone, create a null and pose constrain it to the bone.
> Add an underscore to the end of your IK bone names, and name your
> constrained nulls what the IK bones were named.
> 9- Remove the IK bones from the ENV group. Add the nulls to the group.
> 10- Select your mesh, Apply Envelope, select the ENV group as your
> envelope deformers.
> 11- Open the envelope weight editor and load the weight preset you saved
> out
>
> At this point your envelope has been swapped from the IK bones to using
> the nulls.
>
> C) Constrain deformation nulls to multiple targets
> 12- Pose constrain your deformation nulls the the FK animation controls.
> These nulls should now have 2 Pose constraints.
> 13- Turn off position on all Pose constraints for these new nulls. We
> only want to blend between orientations.
> 14- You should be able to blend between IK and FK by blending between
> the two constraints on each null.
>
> -Brad
>
>> Hi,
>> I have a problem with an arm that has a fkik sitch.
>> The arm was rigged for ik and ist upper arm has an upvector.
>>
>> Then we switched to fk and animated in this mode.
>> But when we want to turn back to ik only the lower arm is moving with the
>> effector and the upper arm is still in ist fk pose.
>>
>> What the hell i´m doing wrong?
>>
>>
>> Regards
>>
>>
>> Holgr
>>
>>
>>
>>
>>
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>
> --
> Bradley R. Gabe | Senior Creature TD | Stan Winston Studio
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