Hi everybody!
While animating the walk cycle of a bipedal character I'd like to have the hip position automatically calculated halfway from the feet (both in the x and y axis), so that I just have to move the feet. Just like the guy in the following video does. How do I do it?
Thanks.
https://www.youtube.com/watch?v=lfdx5Xq_IvI
Automatic hip position with full inverse kinematic
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- keepfungus
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Automatic hip position with full inverse kinematic
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Re: Automatic hip position with full inverse kinematic
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Re: Automatic hip position with full inverse kinematic
This isn't a full solution but maybe it will give you some ideas.
Off the top of my head, if you parent a two-bone chain with plenty of stretchiness to one ankle, and have the second stretchy bone target the other ankle, then the base of that second bone should be the center point between the two feet.
Unfortunately, I'm not sure how you would get the hip bone to track the second bone's X position though. I'm almost certain Position Control won't do it.
The above idea probably isn't very useful but just putting it out there. Hopefully somebody else will have a full solution to share.
Off the top of my head, if you parent a two-bone chain with plenty of stretchiness to one ankle, and have the second stretchy bone target the other ankle, then the base of that second bone should be the center point between the two feet.
Unfortunately, I'm not sure how you would get the hip bone to track the second bone's X position though. I'm almost certain Position Control won't do it.
The above idea probably isn't very useful but just putting it out there. Hopefully somebody else will have a full solution to share.
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Re: Automatic hip position with full inverse kinematic
Thanks Wes. I thought I had seen something like that in the past but couldn't find the thread. It will be a good refresher for me. 

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- keepfungus
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Re: Automatic hip position with full inverse kinematic
Thanks a lot guys! You solved the problem brilliantly.
Read you soon.
KF
Read you soon.
KF
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