Thread

Locks doesn't really lock

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Locks doesn't really lock // Bugs

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Post by Tiles // Jun 6, 2008, 12:09am

Tiles
Total Posts: 1037
pic
No matter how much locked full locks i implement, the whole skeleton jumps when i pull my arm, down to the last bone at my feet. No way to animate anything useful with this behaviour. This is once more a critical one.

What is the trick? How can i nail the bones? Locks doesn't work for that job.

While at bugs, you allow WMV videos up to 20 Mb. But your page kicks every upload that is bigger than 3,5 Mb. Have had this with lots of files now. Nasty. Lucky me that i have my own webspace. But that's not how it should be :rolleyes:

locksareuseless.wmv, 4 Mb (http://reinerstileset.4players.de/ext/locksareuseless.wmv)

Post by tomasb // Jun 6, 2008, 1:02am

tomasb
Total Posts: 261
locks are locking bones only during IK calculation. If you have no IK handles then locks are ignored.


Also, if you have multiple IK handles then set of locks for one handle is not used when solving another one. You need to set up pose so that handles are not conflicting and use IK interpolation for these handles to ensure that handles are interpolated according your curves in fcurve editor.

Post by Tiles // Jun 6, 2008, 1:57am

Tiles
Total Posts: 1037
pic
So i better just touch IK handlers when animating? Okay. Old scene, default pose ...

http://reinerstileset.4players.de/ext/notsostrongbutthere.wmv

Hmm. Nope. Better, but i can still see the other hand and the legs jumping. Not talking about the breastbone.

locks are locking bones only during IK calculation. If you have no IK handles then locks are ignored.

You need to set up pose so that handles are not conflicting and use IK interpolation for these handles to ensure that handles are interpolated according your curves in fcurve editor.

We need a better way than what you try to suggest here. We need a full lock that locks in any case. Current locks are pure IK locks from what i understand. So we need NON-IK locks too. I shouldn't have to set up the pose for the needs of trueSpace, fiddling around until TS is satisfied. I want to set up the pose to do my animation.

At least i need a way just to move the arm that i am pulling at. And not to pull the other arm or leg with it too. But that's what happens here, no matter what i try. Just touching the IK handlers makes it better, but doesn't solve it. I cannot find a way to just move the arm to the needed pose without pulling the rest of the skeleton out of its pose.

There may also be the need to touch the bones and joints directly. IK handlers makes more than once a bit nonsense. I had to remove the IK handlers at my finger tips because of a bug for example. So I have to touch the joint directly here. And i may also need to finetune an ellbow position for example.

The current behaviour makes it for me simply impossible to animate anything useful. I search for a way to JUST move the arm down. Which shouldn't show any visible influence at any other body parts. How will you ever shape a special pose when the whole skeleton shakes by touching one end?
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