Hello all
What Animation Master has is closer to a kinematic constraint (page 66 of TAOAM2007.pdf 21.5 mb), which basically does what my basketball example does, it is better implemented in other 3D packages, like Softimage. This would have to be a constraint, dunno if AS Pro scripting allows to add contraint in the constraint panel yet!
I did script something to make it more usefull for a project in Softimage like 2-3 years back, will have to look at Lua closer and see what could be done in AS Pro.
Like chucky said, this could allow easier animation of many things, even open new ventures for AS Pro.
In Softimage, that function does not need any keyframing between the lock, unlock state, it just allow smooth transition, I am not aquinted with AS Pro limitations in scripting yet but my guess is that it could be implemented in either scripting or the software itself!
GC
Lock bone strenght
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I've used the kinematic constraint in AM. Once again we come back to what is 50% of "locked"?
The kinematic constraint in AM does not have the ability to set any percentage but on or off. You cans set the percentage if you like but nothing happens. All the constraints in AM have a percentage setting but the kinematic constraint doesn't change when it's set.
You can set it to 0% and then it's "off". However as I was saying before there are many poses and other constraints doing things here. When you use that constraint AM is putting in a bunch of key frames for other bones to compensate for the IK.
Right now the bone locking in AS is "limited" but it works. AS does not have a kinematic constraint. If it did it would also need to put in keys just like the "lock bone" does. You would probably end up with a similar situation as the lock bone, the need for extra keys to keep the constrained bone in place after it is turned off.
-vern
The kinematic constraint in AM does not have the ability to set any percentage but on or off. You cans set the percentage if you like but nothing happens. All the constraints in AM have a percentage setting but the kinematic constraint doesn't change when it's set.
You can set it to 0% and then it's "off". However as I was saying before there are many poses and other constraints doing things here. When you use that constraint AM is putting in a bunch of key frames for other bones to compensate for the IK.
Right now the bone locking in AS is "limited" but it works. AS does not have a kinematic constraint. If it did it would also need to put in keys just like the "lock bone" does. You would probably end up with a similar situation as the lock bone, the need for extra keys to keep the constrained bone in place after it is turned off.
-vern
Hello all
As for the 50%, well, say you have a character with feet locked, AS would try and keep the feet at that point in space, if at 50% they would be half way.
GC
Never said AH had it, posted a link to the AOAM manual for a visual queue of kinematic constraints.heyvern wrote:I've used the kinematic constraint in AM. Once again we come back to what is 50% of "locked"?
As for the 50%, well, say you have a character with feet locked, AS would try and keep the feet at that point in space, if at 50% they would be half way.
GC
Half way to... what exactly? The last key frame? the next key frame? That is why AM puts in key frames just like AS does with the bone lock. the bone lock in AS must have a key when it's turned off to "lock" the bone in a NEW POSITION determined by the bone lock BEFORE IT IS UNLOCKED.GCharb wrote: As for the 50%, well, say you have a character with feet locked, AS would try and keep the feet at that point in space, if at 50% they would be half way.
Bone locking and IK can't be a percentage value. Keys are needed to hold the position determined by the mathematical algorithm that controls the motion while it is being "constrained" by IK.
I'm working on a bone locking tutorial that should make things more clear.
-vern
You know you guys are talking at cross purposes... GC is saying 'why is it like this? It could be different and better', and Vern you are saying 'That's just the way it is, it's a harsh reality out there '
It's like a political debate or a conversation between a father and son. You both know exactly what you mean and have good points and/or the facts at hand, but it's all a bit pointless.
You are both right, it could work better with a completely different approach but currently it's either on or off and 'that's just the way it is , son, when you get to my age, you'll realise this'
Comeback ensues from enraged youngster.......
Why use petrol anyway? Hydrogen is much better...
It's like a political debate or a conversation between a father and son. You both know exactly what you mean and have good points and/or the facts at hand, but it's all a bit pointless.
You are both right, it could work better with a completely different approach but currently it's either on or off and 'that's just the way it is , son, when you get to my age, you'll realise this'

Comeback ensues from enraged youngster.......

Why use petrol anyway? Hydrogen is much better...

Sorry! I will stop repeating myself. I just wanted to try and explain why IK in it's current implementations can't be "blended" from on to off.
IK is like "tweening". You can animate every single frame like in hand drawn cell animation or... you can "tween" from one major key frame to the next. IK switching is sort of like that. It's purpose is to avoid having to key frame a "hand" in the exact locked position on every frame so it doesn't move. With IK on you don't have to "do anything". Once the IK is turned off then the hand will "jump" back to it's uncontrolled location unless there is a key to hold it in place.
Obviously we all agree that this could be done better in AS.
-vern
IK is like "tweening". You can animate every single frame like in hand drawn cell animation or... you can "tween" from one major key frame to the next. IK switching is sort of like that. It's purpose is to avoid having to key frame a "hand" in the exact locked position on every frame so it doesn't move. With IK on you don't have to "do anything". Once the IK is turned off then the hand will "jump" back to it's uncontrolled location unless there is a key to hold it in place.
Obviously we all agree that this could be done better in AS.
-vern