About Lock Inverse Kinematics Feature...

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Rai López
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About Lock Inverse Kinematics Feature...

Post by Rai López »

Actually, when you move the center of the character with his feets locked, the locked bones follow the movement of the center bone when you move it too far, this is cool, but... Could be an Option (with a factor numerical box) to let automatically scale the bones when you are working with this Lock Inverse Kinematics? I think that with this option we could too avoid that unwanted jumps when bones are forced and get more unlimited, precisse and interesant movements/deformations of the affected bones (I think) ...I'm wondered what Cribble will think about that :roll:
Last edited by Rai López on Wed Feb 22, 2006 11:28 pm, edited 2 times in total.
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7feet
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Post by 7feet »

Thats an interesting solution to the locked bone wiggle problem. A perfectly usable solution for general use, and might also be really handy for "stretch and squish" style stuff. I like that idea, and second it. Personally, I would like locked bones to be locked unconditionally, as an absolute authority over connected bones. The jumps you can get when the tension is released when you unlock the bone makes the locking feature a good bit less useful than it could be. Since bones are one of the core bits of functionality that sets Moho far and away above it's competition, I'd sure like to see this one addressed.
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BA
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Post by BA »

there's gotta be a way to make those locked bones stay exactly in place. I know it's been discussed before, but there still seems to be no definite solution.

Sorry, this may be a bit of a digression. But if my character is standing in place (which if you think about it is most of the time, for most shots), those feet need to stay exactly where they are - even a little bit of movement is unacceptable. It's so frustrating to try animating a character and having their feet slide around. This is one of the biggest stumbling blocks I've found so far with moho.

Can't those bones stay put???
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Rai López
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Post by Rai López »

...Sorry (in advance :oops: ) LM, I know that you hate when I do this, but I'm treat to work now with Locked Bones again and cause of this I've recover this post of the past... Well, when I try to take advantage of this feature the bones jumps suddenly of one position to another (even if I use Angle constrains) when they are "forced" for the tension, and it is difficult to can work with this technique in this way... I'm still wondered if something can be done to solve this problem, because the Lock Bone feature is a GREAT feature that can save lots of time of work offering very interesting results in movements :D , well... THANKS FOR YOUR PATIENCE (and for all :) )!!! *CIAO*
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