jakerupert Posted August 27, 2007 Share Posted August 27, 2007 When I try to pose Lady Goodbody for a walkloop, I dont understand it how to move the figure around "stiffly" . Let`s say, I have positioned her feet and want to move her backwards slightly by her hips, then the just achieved pose falls apart again. I tried switching off ik for her arms and legs, but then when I turn it on again, her legs and arms jump over the place and get twisted. Thank you for advise Jake Quote Link to comment Share on other sites More sharing options...
KenH Posted August 27, 2007 Share Posted August 27, 2007 Hmm....yea, I'm seeing her hips moving in different directions to the set keyframes. I've no idea why though. Quote Link to comment Share on other sites More sharing options...
Dhar Posted August 27, 2007 Share Posted August 27, 2007 I'm not at my computer at the moment, but did you turn off Balance Rigid (or something like that) first? You can find that in the Properties. Quote Link to comment Share on other sites More sharing options...
mtpeak2 Posted August 28, 2007 Share Posted August 28, 2007 The 2001 rig is not designed to turn the IK legs and arms on/off, that's why the arms and legs are twisted. It use to just jump to different positions, but now with the feature of forced keyframe when turning constraints on/off, it does work that way anymore. By default, the root bone, parent of all the bones in the 2001 rig, is hidden (not the black model bone). You can go to the bones folder and unhide this bone (it's the first bone under the bones folder). You then can use this bone to move the model around the action or chor, without losing the pose. Quote Link to comment Share on other sites More sharing options...
Dhar Posted August 28, 2007 Share Posted August 28, 2007 OK, now I'm home. It's in the Pose Slider > Rig Quote Link to comment Share on other sites More sharing options...
jakerupert Posted August 28, 2007 Author Share Posted August 28, 2007 Hi Dhar, Tried what you suggested, but this doesn`t turn the ik of the arms amd legs off either. Guess the way that mtpeak2 suggests is the way to go. Put more work on the walkloop nevertheless. Tried to avoid the right foot go through the ground. But I moved the last two cp`s in any possible way but no change. Maybe somebody could give me a hint how to proceed? See my threat in the TaoAM-section please: http://www.hash.com/forums/index.php?showt...mp;#entry245394 Jake? Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted August 28, 2007 Hash Fellow Share Posted August 28, 2007 but now with the feature of forced keyframe when turning constraints on/off, it does work that way anymore. Does this mean old rigs are broken? Just ones that use ON/OFF poses? Quote Link to comment Share on other sites More sharing options...
mtpeak2 Posted August 28, 2007 Share Posted August 28, 2007 The 2001 rigs IK arms and legs were not designed to be IK/FK switches, so they don't work like one. So turning the IK setups on and off automaticly force a keyframe on the bones in that pose and they do not jump back to the ik targets, even with all filters turned off. You used to be able to position the ik targets, turn ik off and animate in fk, then turning the switch back on, they would jump back to the targets. This doesn't happen anymore, they stay where they were. So basicly yes, the 2001 rig is broken, since it doesn't work like it use to. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted August 28, 2007 Hash Fellow Share Posted August 28, 2007 Ouch. Has anyone put in a request for an option to turn this keyframe forcing off? There's a lot of AM2001 characters out there. Fortunately the TSM rig doesn't seem to be affected, I suppose because it uses a percentage slider to choose IK-FK rather than an ON-OFF. Quote Link to comment Share on other sites More sharing options...
mtpeak2 Posted August 28, 2007 Share Posted August 28, 2007 I wanted the forced keyframe as an option within the constraint, but that never happened. This would have eleminated all the keyframes on bones that that don't need it (squetch rig). This has been a problem on the TWO movie, people having to delete keys on bones that weren't animated. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted August 29, 2007 Hash Fellow Share Posted August 29, 2007 I wanted the forced keyframe as an option within the constraint, but that never happened. This would have eleminated all the keyframes on bones that that don't need it (squetch rig). This has been a problem on the TWO movie, people having to delete keys on bones that weren't animated. That is something that has perplexed me about working with the squetch rig. I surmised these phantom keyframes had something to do with the switching, but didn't know if they were "needed" even if I hadn't made them myself. I've experimented with deleting them and so far, no disasters, but leaving them be seems to have no effect either. Quote Link to comment Share on other sites More sharing options...
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