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Moving & inverse kinematics

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Ben van Hamelen
Moving & inverse kinematics
on Sep 12, 2011 at 1:16:56 pm

Hi there,

Let me start by saying that I know _very_ little about rigging and am only just scratching the surface.

So, I just built me a robot arm and added a nice joint chain, parented the bones to the appropriate pieces of the arm; everything fine so far. However, the arm ends with a 4 finger arm. Because animating the fingers individually would be a load of work, I added IK-handles to them. Now I can move the whole hand by just tweaking those 4 IK handles.

Now, on to the problem I'm facing. Since I'm animating, I keyed my IK-handles. But when I move the root joint (which is way above the hand), the IK-handles stay in the exact same place. And I'd like them to move along with the root joint and NOT sticking at a particular coordinate. Is there any way to do that? Or am I just taking an unusual approach to animating?

Picture 1 (frame 1, only the left finger is keyed): http://i54.tinypic.com/2mdhqtx.jpg
Picture 2 (frame 20, only the left finger is keyed): http://i52.tinypic.com/4gsx6x.jpg

Regards,

Ben van H.

http://www.fireinthesole.com/


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Steve Sayer
Re: Moving & inverse kinematics
on Sep 12, 2011 at 8:29:17 pm

This can work if the IK handles that you're moving/keying are parented under the root joint (or some equivalent setup).

A fairly common fundamental of rigging involves creating two parallel hierarchies: one composed of the actual joints and IK handles, and the other a series of NURBS curves and transforms. Then use constraints (point, orient, parent) to make the 'real' rig follow the control curve hierarchy. This allows you to manipulate your rig simply by grabbing and transforming NURBS curves, not awkward joints or IK handles. Keeping the two hierarchies separate also allows easy control of visibility, reference mode, etc. with display layers.

Start exploring that and you'll be on the right path.

-Steve


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Ben van Hamelen
Re: Moving & inverse kinematics
on Sep 13, 2011 at 7:49:12 pm

Thanks for your reply! I'll go try that and see where it gets me!

Sidenote: you've been a huge help before and have been helping out a lot of people around here. Cheers for that. This place wouldn't work without people like you. I try to give back wherever I can.

http://www.fireinthesole.com/


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Steve Sayer
Re: Moving & inverse kinematics
on Sep 13, 2011 at 8:28:10 pm

Thanks very much, Ben. I'm glad I've been of some help!

I have been a mod around here for a looong time, but dropped out of circulation for years on end when life got busy (and I got lazy).

Earlier this year I took a full-time position at Soho VFX which has given my life a bit more structure (I was mainly freelance before that). So now I try to check in a few times a day as part of my routine, usually when waiting on simulations and so on. I'm very glad to be active on the COW again!

...It's really time to update that photo, though. : /

And of course users like yourself who contribute when they can are an invaluable element of the community, as well.

-Steve


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