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we have animator tools that handle keying for us, that way it doesn't matter what keying option the user has ( key all keyable ). it handles a key on the joint rotation properly. and when this happens to our animators they just use our switching tools to switch back then forth, which clears any conflicting keys on a joints position.
later seven
On 6/29/07, Holger Weiss <holgi(at)mark13.com> wrote:
Stupido
Ok don´t pos key bones if you want to switch ik fk>!
So thanks a lot for the tip Regards
holger
> Von: takita <takita(at)earthlink.net
> > Antworten an: <XSI(at)Softimage.COM> > Datum: Thu, 28 Jun 2007 12:50:48 -0400 > An: <XSI(at)Softimage.COM>
> Betreff: Re: Fk ik switch problem > > Have you maybe tried juggling the rotation orders? > > -T > > Holger Weiss wrote: >> 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 >> > > > -- > > > A.K.I.T.A.: Artificial Killing and Immediate Troubleshooting Android > > ---
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