Cheetah3D User Forum  


Reply
 
Thread Tools Search this Thread Display Modes
Old
  (#1)
broozar (Offline)
Benutzer
 
Posts: 70
Join Date: 12.10.2009
Default IK movement creates very large rotation values - 03.07.2018, 00:44

I have a character arm that I am trying to animate through IK. I move the IK target around, then add the rotation keys to the bones in the chain. However the rotation values grow very large, way over 360 degrees. As a result, the arm spins around several times between keyframes. Is there a way to avoid that?
   
Reply With Quote
Old
  (#2)
bobziila (Offline)
Erfahrener Benutzer
 
Posts: 452
Join Date: 02.12.2013
Default 03.07.2018, 03:11

Did you add a Pole Target to prevent spinning?
   
Reply With Quote
Old
  (#3)
broozar (Offline)
Benutzer
 
Posts: 70
Join Date: 12.10.2009
Default 05.07.2018, 17:03

yes, but it seems i have little understanding of how they work.

- 3D IK tag: pole does not appear to do anything, it is greyed out, and no blue line is drawn
- 2D IK tag: pole does have an effect, but the result in my movement is not what i want, my arm still flips out, only differently.

are there any docs beside this post i found? https://www.cheetah3d.com/forum/showthread.php?p=110605
   
Reply With Quote
Old
  (#4)
Helmut (Offline)
Erfahrener Benutzer
 
Helmut's Avatar
 
Posts: 1,356
Join Date: 18.01.2010
Location: Vienna
Default 05.07.2018, 17:19

* I am not a rigging guru, but I suggest you upload the critical part of the model. It is difficult to solve some problems without looking at the actual topology / hierarchy / parameters.
   
Reply With Quote
Old
  (#5)
bobziila (Offline)
Erfahrener Benutzer
 
Posts: 452
Join Date: 02.12.2013
Default 05.07.2018, 19:05

This is a leg, but see if it helps.


Bob
Attached Files
File Type: zip IK_quad-leg-4.jas.zip (10.7 KB, 6 views)
   
Reply With Quote
Old
  (#6)
ZooHead (Offline)
Erfahrener Benutzer
 
ZooHead's Avatar
 
Posts: 3,186
Join Date: 28.03.2013
Location: Maine, USA
Default 05.07.2018, 19:51


Hi Bob, your heel lift and toe lift objects where
not 1.1.1 which can create shearing problems.

I unplugged everything, burned their pivot points and
burned shear scale and plugged everything back in.

I don't know if this helps, but it should work better.
There where no keyframes to test what your doing.

Attached Files
File Type: zip IK_quad-leg-zhd.zip (12.8 KB, 5 views)


Processor 3.5 GHz 6-Core Intel Xeon E5 Memory 12 GB 1867 MHz DDR3 ECC
Graphics
AMD FirePro D300 2048 MB Software OS X 10.9.5
   
Reply With Quote
Old
  (#7)
bobziila (Offline)
Erfahrener Benutzer
 
Posts: 452
Join Date: 02.12.2013
Default 05.07.2018, 20:48

Thanks, Zoo! Thought I'd done that. Maybe because they are shaped and not standard objects.


Bob
   
Reply With Quote
Old
  (#8)
ZooHead (Offline)
Erfahrener Benutzer
 
ZooHead's Avatar
 
Posts: 3,186
Join Date: 28.03.2013
Location: Maine, USA
Default 05.07.2018, 21:21


No problem. When I was playing with it I noticed the
transform tool went oval shaped when rotating something.
That's a sure sign of scale problems.



Processor 3.5 GHz 6-Core Intel Xeon E5 Memory 12 GB 1867 MHz DDR3 ECC
Graphics
AMD FirePro D300 2048 MB Software OS X 10.9.5
   
Reply With Quote
Reply


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump



Powered by vBulletin Version 3.6.0
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
vBulletin Skin developed by: vBStyles.com