Re: Fk ik switch problem

Date : Fri, 29 Jun 2007 09:16:18 -0700
To : XSI(at)Softimage.COM
From : "Steven Caron" <carons(at)gmail.com>
Subject : Re: Fk ik switch problem
yes these tools are before  6.x. we are still rigging in 5.11 and animating in 6.x( so we have an escape plan in case things go terribly wrong ) so we haven't had the chance to evaluate character key sets. once we switch entirely to 6.x we can start to use them

steven

On 6/29/07, Manny Papamanos <mpapama(at)softimage.com> wrote:

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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