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Thursday, November 18, 2010 - 03:46

I don't think GrizzLyCRO was referring to controlling the fingers,but the whole hand,like the hand target controls the arm

You could add a hold weapon bone and use the as the target for tracking maybe

Edit

Wednesday, November 17, 2010 - 04:16

Julius

Good Idea bout having the mesh

Indeed if it would be constrained it would not be a problem,however the sholders have to move upwards in some cases

Full rotation must be an option which is why I don't see the point in having IK

When you move your arm,as long as its not above the shoulder it would be pretty much fixed

Another point is if we should make a connected rig because from what I have seen it looks increasingly difficult to make one

Also i would very much like if you start on Skin/FK armature as soon  as possible as there are allot of problems that can happen that would require the current IK to be changed

For version control you can use Dropbox,if you don't already have one,which you should

We can even make as shared folder for automatic syncing

http://www.dropbox.com/referrals/NTEwMjcyMTg5

Wednesday, November 17, 2010 - 02:06

GrizzLyCRO

You can do it FK style for the moment,I don't think it is to hard to create a target

But sincerely I'm not that intrastate in the hand,there are bigger problems then this

Tuesday, November 16, 2010 - 15:37

Julius The point is that you actually have a mesh it would look like the shoulder is at the neck like that guy is when he shrugs upwards

The point is shoulder IK sucks

verbalshadow there blend files,git isn't going to help you that much for this files, although I do agree there might be better places to update it then this

Tuesday, November 16, 2010 - 11:35

That isn't looking good AT ALL

You try positioning your shoulders in your neck

The point I'm trying to make

http://www.youtube.com/watch?v=SzWxM_W4DNA

 

Tuesday, November 16, 2010 - 09:12

First a shoulder doesn't work that way,position the arm in a hold gun position and see for yourself that the IK is horrbile

Second the shoulder target is better then the elbow target

I don't think a spine IK is a good idea, at least not without finding a way to constrain it

 

Tuesday, November 16, 2010 - 07:51

Damn was posting on the rig comments not the forum thread

Bah i made some big mistakes

The previous shoulder controller is better because the taget doesn't move arround everyehre and can be easily rotated

Also is better to keep the last spine and use that for copy rotate

Use this rig and forget about IK

Focus on getting the copy rot/pos FK right

http://dl.dropbox.com/u/1027218/Blender/humanoidrig25_v22.blend

Set the shoulder only on the FK,as it will inherit the position from the IK when the target is moved

Edit:damn the foot controler shouldn't have been deleted

Eidt2:fixed

Edit3:RIg is still broken

 

Tuesday, November 16, 2010 - 07:24

The upper arm needs to limited because its the only part that cannot get above the shoulder which is the point of adding the shoulder in the first place

Try stretching you arm and move it above your head without using the shoulder and you will see that you cannot

Best bet is to go with the above so subtle movements can be made directly by moving the target

 

Tuesday, November 16, 2010 - 07:11

delete please

Tuesday, November 16, 2010 - 04:43

Or maybe it doesn't make sense,like I said the shoulder doesn't move that much if you don't try to go with your arm above the neck

Also the upper arm needs the needs the rot limiter

Also if you still want to have the shoulder IK put it in a separate switch

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