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Hash, Inc. Forums > Featured > Feature Films: Tin Woodman of Oz - Scarecrow of Oz > Tin Woodman of Oz > TWO Rigging
robcat2075
Why does this happen and how do I stop it?

elbowwanderMP4.mov

the two chors I show are committed as

2_02_17_v16_elbowWanderConstainedToNull.cho

2_02_17_v16_elbowWanderNotConstrained.cho
itsjustme
QUOTE(robcat2075 @ Jun 11 2007, 07:51 PM) *
Why does this happen and how do I stop it?

elbowwanderMP4.mov

the two chors I show are committed as

2_02_17_v16_elbowWanderConstainedToNull.cho

2_02_17_v16_elbowWanderNotConstrained.cho


It shouldn't do that, Robert...I'll take a look at the posted Chors tonight and see if I can decipher it.
KenH
I'm not sure if you should have these bones keyed:

right_arm_hinge_rotate_FK_orient
right_ball_rotate_controller

But when I delete them it fixes it.....with some re-keying of the elbow bone. There are some other bones in there that don't look like they should be keyed either.
mtpeak2
I looked at the chor, there are rotation channels on the right arm hinge (created when IK arms was turned on). These channels are not flat and are causing the rotation problems.

Ken, those keys are created when IK arms is turned on/off. Rght_ball_rotate_controller is keyed when IK legs is turned on/off.
itsjustme
QUOTE(mtpeak2 @ Jun 11 2007, 09:00 PM) *
I looked at the chor, there are rotation channels on the right arm hinge (created when IK arms was turned on). These channels are not flat and are causing the rotation problems.

Ken, those keys are created when IK arms is turned on/off. Rght_ball_rotate_controller is keyed when IK legs is turned on/off.


Mark's right...that's the problem. The IK/FK switch in most of the TWO characters is the old version that could have this problem. Green_Monkey_Woot has the latest arms and legs, the Hippogyraf has the latest IK/FK switch and I'm currently updating the Tin_Owl...I'm not sure which characters have the latest IK/FK switch besides those, I think a couple. I didn't update all the characters so as to avoid affecting any previous animation...I would have to modify some of them.

You could set a manual key on the arm hinge to prevent the rotation...I realize it's not ideal. I can update any character that is necessary, but for characters that have been used in previous animation I would want to make a v2 so that nothing previously animated is affected. Let me know if I need to update something and I'll put it on my to-do list.
martin
David, you're an animal - but no V2 versions, please: we have enough trouble keeping V1 consistent. Watchout for Tin Owl too - he's already in some shots.

I look forward to animating Green Monkey & Hippogyraf with their V2 fixes and all. Thanks!
robcat2075
QUOTE(mtpeak2 @ Jun 11 2007, 09:00 PM) *
I looked at the chor, there are rotation channels on the right arm hinge (created when IK arms was turned on). These channels are not flat and are causing the rotation problems.


Thanks, If I copy arm hinge keys from where the elbow is inthe right position to the keys where it is not, that solves it.

I presume I created this behavior by posing the animation in FK then going back and trying to insert some IK in the middle of that?


itsjustme
QUOTE(robcat2075 @ Jun 15 2007, 11:40 PM) *
I presume I created this behavior by posing the animation in FK then going back and trying to insert some IK in the middle of that?


The old arm setup (that is in most of the TWO characters) isn't as solid as the new setup, parts aren't locked down as good. That makes things rotate incorrectly in the transition sometimes...from FK to IK it is more likely to show up.
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