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[Sidefx-houdini-list] Forward Kinematics in Houdini
Sunday, 2 May 2010 Sun, 2 May '10
Another point relatad with bones is orientation. In Maya, joints has a kind of local tranformation, so you can change the joint orientation without changing the rest of the chain, I think is called Joint orientation. How can I achieve the same effect with houdini bones. Lets say I have a leg bones chain, and I want to orient the first bone so the positive X rotation will move it forward, but after drawing the whole chain my "forward" rotation is using -X. If I then rotate the bone in the Z axis 180 deegres then I got thje proper rotation for the first bone but it affect the rest of the chain reversing all the children bones. So what is the best way to change bones rotation locally, not affecting the rest of the chain so I can choose what axis is going to drive the rotation i need for evry bone movement? Hope the example is clear enough. 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