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[Sidefx-houdini-list] Forward Kinematics in Houdini
Friday, 30 April 2010 Fri, 30 Apr '10
Continuing with the rigging talk ... Now Ihave replicate the same behaviour as Maya constraints, well some of them, using chops. But I want to know how the *Look a*t parameter in objects works. Seems that is saving the transform in the PreTranform of the object. Without the Look At the rotation handler appears properly aligned to the object origin, but when using a look at object this origin changes but the rotation handler, aligned to object, doesn?t look to be aligned, so I am guessing this transformation is happening in the PreTransform. Am I all right???? Thanks 2010/4/30 Edward Lam <edward at sidefx.com>
Pablo Gim?nez wrote: >> The bone object has a "Kinematic Solver" parameter that indicates the >> path to the InverseKin CHOP to use for its rotations when computing its >> local transform. By doing so, this frees the Bone's regular rotation >> parameter for FK keyframe animation. >> > Makes sense. > So the blend parameter controls when the bone will use the rotations from > CHOP or from its own rotations, isn't it? Effectively, yes. When the Kinematic Solver parameter is specified, the Bone will always cook with values from the CHOP. The InverseKin CHOP will blend between the bone's FK rotations with its own solved rotations. -Edward _______________________________________________ Sidefx-houdini-list mailing list Sidefx-houdini-list at sidefx.com https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list-- Un saludo Best Regards Pablo Gim?nez