when creating bones, i couldn't set up the constrain for the first bone right after the root. bydefault (if i don't change the name) the chain_bone1 under chain_root1 has this problem.
The chain_bone2, 3 , 4 etc. has no problem at all.
the export flag in kin_chops also seems not to work properly.
anyone can help me?
thx,
clay~
constrain problem
5388 10 1- clay
- Member
- 58 posts
- Joined: July 2005
- Offline
- edward
- Member
- 7715 posts
- Joined: July 2005
- Online
Are you talking about angle constraints? Note that it's constrained relative to the rest position of the bone chain.
I'm not sure what you mean about the export flag not working properly. Perhaps this thead might help:
http://www.sidefx.com/forum/viewtopic.php?t=864 [sidefx.com]
I'm not sure what you mean about the export flag not working properly. Perhaps this thead might help:
http://www.sidefx.com/forum/viewtopic.php?t=864 [sidefx.com]
- clay
- Member
- 58 posts
- Joined: July 2005
- Offline
yes , angle constraints.
NOTE : this only happen when i try version 6.1 and it only happen on first bone - after the root (the second, third etc will work fine)
create/bones/ik with constraint
set the constraint values of x,y,z of first bone (chain_bone1) to 0
if i did this in version 5.5 , that bone will become rigid.
in v.6.1 i did the same things and it has no effect at all, i can still move it around.
other thing is in 6.1 the kin_chop's export flag is off by default, and if i toggle it on/off , it doesn't give me any effect. it's different from 5.5, which will give any predictable result.
clay~
NOTE : this only happen when i try version 6.1 and it only happen on first bone - after the root (the second, third etc will work fine)
create/bones/ik with constraint
set the constraint values of x,y,z of first bone (chain_bone1) to 0
if i did this in version 5.5 , that bone will become rigid.
in v.6.1 i did the same things and it has no effect at all, i can still move it around.
other thing is in 6.1 the kin_chop's export flag is off by default, and if i toggle it on/off , it doesn't give me any effect. it's different from 5.5, which will give any predictable result.
clay~
- edward
- Member
- 7715 posts
- Joined: July 2005
- Online
- clay
- Member
- 58 posts
- Joined: July 2005
- Offline
sorry , i tried to … but when i click this link:
i got something like this : “The topic or post you requested does not exist”
clay~
edward
Perhaps this thead might help:
http://www.sidefx.com/forum/viewtopic.php?t=864 [sidefx.com]
i got something like this : “The topic or post you requested does not exist”
clay~
- edward
- Member
- 7715 posts
- Joined: July 2005
- Online
- clay
- Member
- 58 posts
- Joined: July 2005
- Offline
ok, now how can i limit the rotation of the first bone?
other question : if i create bones with kinematics, can i rotate the bone along the direction of the bone itself (z angle range) ? for example: bones for hand, i want that kind of rotation for the palm, so i can make the palm face down/up.
thx,
clay~
other question : if i create bones with kinematics, can i rotate the bone along the direction of the bone itself (z angle range) ? for example: bones for hand, i want that kind of rotation for the palm, so i can make the palm face down/up.
thx,
clay~
- edward
- Member
- 7715 posts
- Joined: July 2005
- Online
- clay
- Member
- 58 posts
- Joined: July 2005
- Offline
- edward
- Member
- 7715 posts
- Joined: July 2005
- Online
Create a two bone IK w/Constraints chain. Let's say your first bone was named “chain_bone1”. Then do the following.
1. Append a Delete CHOP to the created InverseKin:
- Delete: Non-scoped channels
- Channel Names: chain_bone1*
2. Append a Limit CHOP:
- Type: Clamp
- Minimum: 0
- Maximum: 0
3. Change chain_bone1's Kinematic Solver parameter to be the path of the Limit CHOP.
This will produce somewhat wacky results though in that the second bone won't always touch the end affector.
1. Append a Delete CHOP to the created InverseKin:
- Delete: Non-scoped channels
- Channel Names: chain_bone1*
2. Append a Limit CHOP:
- Type: Clamp
- Minimum: 0
- Maximum: 0
3. Change chain_bone1's Kinematic Solver parameter to be the path of the Limit CHOP.
This will produce somewhat wacky results though in that the second bone won't always touch the end affector.
- clay
- Member
- 58 posts
- Joined: July 2005
- Offline
-
- Quick Links