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T'ai Chi form
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
T'ai Chi form // Work in Progress
Post by razzaq1 // May 15, 2007, 2:26pm
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razzaq1
Total Posts: 60
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Hello,
I just got started with 7.5 to see how easy it would be to pose and animate the Yang Style T'ai Chi form in workspace/modeler.
Glad to say that it seems like a very fluid process. :jumpy:
I need to find out how best to control the 'ease in' between movements, and mostly I need to figure out how best to control thinks like rotating the spine on a vertical axis.
Using 'dynamic pose' got me mostly to the end point of this first 'opening movement', but I need to do things like turn the hands over when I want to, and twist the spine in line with the out-turned left foot.
Could someone explain how to access the fine controls of the joints.
Thanks |
Post by RichLevy // May 15, 2007, 2:57pm
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RichLevy
Total Posts: 1140
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I am working on an updated Crazy Bob character, I am not sure what controls the older version had.
Here are a couple of things to do. If CrazyBob has hip rotation, you can select the hips than right mouse click and drag, the hips should than rotate.
If they do not, I can give you a very quick and easy lesson on modifying the rig to get it.
Hit the Add IKHanlde icon
This brings up a menu into the stack (top right hand corner)
see the IKHandle menu
the second field down is the Right Mouse setup field
select Rotate Local Z
And now you should be able to rotate the hip when you right mouse drag on the hip IKHandle
Rich |
Post by dononeton // May 15, 2007, 3:49pm
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dononeton
Total Posts: 81
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Good tip Rich. Thanks for sharing. |
Post by razzaq1 // May 16, 2007, 12:16am
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razzaq1
Total Posts: 60
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Thanks Rich.
CrazyBob DOES have hip rotation, so I'll try out your suggestions soon.
Showing me how to bring up the 'panel' in the stack helps too, since I'll be able to turn the neck joint the same amount if it doesn't automatically 'follow' the waist.
To a large extent, the head/shoulders/torso/hips will remain aligned, with the arms and legs spreading to different degrees.
The wrists don't seem to have the white 'halo' around them like the waist does.
Do I use the 'Add IK handle' on them too?
Thanks for helping.....It's the first time i've tried anything so complicatedly precise, and I'm delighted that it produces a desired result so quickly :banana: |
Post by RichLevy // May 16, 2007, 5:04am
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RichLevy
Total Posts: 1140
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Thanks Rich.
CrazyBob DOES have hip rotation, so I'll try out your suggestions soon.
Showing me how to bring up the 'panel' in the stack helps too, since I'll be able to turn the neck joint the same amount if it doesn't automatically 'follow' the waist.
To a large extent, the head/shoulders/torso/hips will remain aligned, with the arms and legs spreading to different degrees.
The wrists don't seem to have the white 'halo' around them like the waist does.
Do I use the 'Add IK handle' on them too?
Thanks for helping.....It's the first time i've tried anything so complicatedly precise, and I'm delighted that it produces a desired result so quickly :banana:
You can modify the Crazy Bob chacter rig pretty easily and achieve some very good results. Crazy Bob is just a training wheels type of rig to get people a chance to play around with the CE Tools and animate in a painless way.
Locks and IKHandles can be added very easily and quickly.
To delete a lock or handle
Select it while you are in Shape Skeleton Mode and just hit the Undo Icon
Now you can just go in and either place Another IKHandle at that joint/bone or move it to another location.
In the IKHanles Tab in the Stack is the Shape Tool, with that you can select a shape you prefe to use, you can adjust the size and also adjest the orientation using the Widget
Below the Shape is the Color tab, with that you can adjust the color of your IKHandle
Below Color is the IK/FK adjuster, with that you can adjust whether the handle is all FK, all IK or some amount inbetween.
It might sound alittle complicated, but the system is more straight forward than other systems I have used. The key if you are new is to take the existing rig and just experiment with it, if you make a mistake either delete it or start over with a fresh CrazyBob charater. If you make an addition to the rig that you like than save it to your library and rename it.
The system is surprisingly flexible in a very easy package to use. Just experiment with things.
Something else to look into, if you select the Add IKHandle Tool, you will notice that when you select an existing IKHadle, the locks that are associated with that handle are lite up... very valuable for you to see this, it will help you to learn how to setup your own rigs.
That's probably enough for now, I am sure TomG covered much of this in the manual, but hopefully this gives you enough info to try to experiment and go further.
HTH
Rich |
Post by rrf // May 16, 2007, 7:04am
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rrf
Total Posts: 319
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razzaq1,
I'm VERY interested in this - There are many different Yang Long Forms, which lineage is yours? After you get the form done, Apps are next? :)
rf |
Post by razzaq1 // May 16, 2007, 9:45am
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razzaq1
Total Posts: 60
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This form (as well as I remember it from about 1980!) was taught to me by Mater Chu king Hung of the ITTCA in London.
http://itcca.org/site/content/org/home/index?lang=en |
Post by razzaq1 // May 16, 2007, 9:55am
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razzaq1
Total Posts: 60
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Hi Rich,
I followed your explanations above and added IK handles to wrists, elbows, knees and hips. Rotated them perpendicular to the appropriate bones, and made them circles.
I think I still have a bit to learn though, because with right-mouse set to 'Rotate Z', if I try the wrist, all I can do so far is rotate the ENTIRE BODY with respect to the hand which stays stationary. :o
I think I'll print out the 7.5 manual....too hard to follow on the screen!
..but I'm learning! :) |
Post by RichLevy // May 16, 2007, 11:39am
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RichLevy
Total Posts: 1140
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Hi Rich,
I followed your explanations above and added IK handles to wrists, elbows, knees and hips. Rotated them perpendicular to the appropriate bones, and made them circles.
I think I still have a bit to learn though, because with right-mouse set to 'Rotate Z', if I try the wrist, all I can do so far is rotate the ENTIRE BODY with respect to the hand which stays stationary. :o
I think I'll print out the 7.5 manual....too hard to follow on the screen!
..but I'm learning! :)
Hey Razz
Sounds like you are starting to get into the swing of it now... The tough part of IK Handles, is you are creating a chain, in most cases. I am not too sure how well the manual covers associating locks with IKHandles, I am pretty sure I read about it in Toms covering of the character tools... but here is a very brief rundown.
Remeber when I described how to use the Add IKHandle Tool to look at the locks associated to an IKHandle.
Select the IKHandle icon in the CE Tools Tab
this will show what locks work with that Handle, they will turn green
Green= lock is on
Purple=lock is off
Select your newly created IKHandle
Now select the lock that is in the middle of Crazy Bob's chest.
Now that lock will turn on every time you grab your newly created IKHandle and try to move it in some way. :)
On arms only check the Use Global Locks checkbox and if everything is done correctly you should be ok to go. Else you did something wrong, than you are ion the middle of a good learning experience, and you will come out of it a better person and animator :)
Feel free to ask any questions if you get stuck. Your questions will help others see how easy the system is and get more people involved.
Rich |
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