Yes, position keys on bones will mess
things up because they affect the up vector. If you enable “show critical
zone” you can see exactly what happens.
I cringe when I see someone translating a
bone L.
Btw Steven, it’s possible the keying
tools you use were made before “key character key set” was
introduced recently.
I use this all the time and love it when ‘blocking’
a character.
Manny
Papamanos
XSI
SPECIALIST AT SOFTIMAGE HEADQUARTERS
www.finalgathering.com
From:
owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Steven Caron
Sent: Friday, June 29, 2007 11:21
AM
To: XSI(at)Softimage.COM
Subject: Re: Fk ik switch problem
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
>>
>
>
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