Working IK Muscle Rig

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Working IK Muscle Rig // Roundtable

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Post by Igor K Handel // Aug 8, 2008, 4:15am

Igor K Handel
Total Posts: 411
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Been tinkering a bit more with rigging and ik.


Have attached link for vid of the WIP IK Muscle rig that I've been working on.

Setup also works with FW but seems to ignore joint limits for some reason.


Still a bit rough and needs some more refinement but it's working predictably as the vid clip shows. Ignore the rough weighting etc it's just a basic rig I've been using for testing out various customisations.


Any suggestions, comments or alternatives other than Morphing, which is on my "needs studied" list already.


All the best

IK


http://www.4shared.com/file/58255130/b2ec25cb/IK_MuscleRig.html

Post by transient // Aug 8, 2008, 4:28am

transient
Total Posts: 977
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That's a nice, old-school way of making muscles.:cool:


Maybe you could use the link editor to automate the bulges?


If you could automatcially drive morphs with joint rotation it would create a whole heap of possibilites. I have no idea if this is possible in ts, I haven't touched the animation side of 7.6 yet.

Post by Igor K Handel // Aug 8, 2008, 4:44am

Igor K Handel
Total Posts: 411
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Yeh I am still exploring the various options I can use in 7.6


If you could automatcially drive morphs with joint rotation


Funny you should say that Transient :D


Been talking to Frootee on that exact idea a few days back.


Discussing the possibilities of not just automating muscles but what about if say the collapsing of armpits and backs of knees could be eradicated by automation through LE and morphs. As you say there are a lot of possibilities if this is a technical runner, which I think it is!


And what about having some preset generic mouth morphs of phonemes. Link that through some sort of LE automation and you get into the real possibilities of a usable lipsync tool the output of which could then be saved out as anim clips and copied and pasted merged etc at will.... Hmm


IK

PS Realised the second I hit the button that this may be the wrong section for this thread... If so can an admin kindly move it please... Thanks

Post by Délé // Aug 8, 2008, 5:07am

Délé
Total Posts: 1374
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Good start IK. :)


If you could automatcially drive morphs with joint rotation it would create a whole heap of possibilites. I have no idea if this is possible in ts, I haven't touched the animation side of 7.6 yet.


Yep...it would require a little bit of scripting, but should work.

Post by Igor K Handel // Aug 8, 2008, 5:13am

Igor K Handel
Total Posts: 411
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LE AND scripting...


Phew I will be on a zimmer before I get THAT knowledgable.

Mutters under breath about old folks homes, pretty nurses, pants food etc.....


IK
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