Keep 3DLuVr online!
3DLuVr Logo
Sections
Articles
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
Tutorials
 3ds max
 LightWave3D
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Benchmarking
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Policies
 Advertising
 Comments
 Poll Archive
 Links
 How to IRC
 Donations
Login
Log in to be able to post comments to the news items, forum posts, and other facilities.
Username: 
 
Password: 
Not registered? Register!     Lost Password?
Poll
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Comments
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
Advanced IK Setups
Added on: Thu Aug 03 2000
Page: 1 2 3 4 5 6 7 9 10 

Ok... So Why is the Type 1 setup bad? Well, It wont let you fake the up-vector constraint. Type 2 does. However the Type 1 is still usable, its just not as controllable. It may be a little more stabler though since we're not using a trick.
But if you're animating a character with IK bones, a Type 2 is what you'll want to use. Ok lets get on with the show... Lets get to Type 2...

Type 2 Setup

Here she is.. Type 2. She looks like Type 1 doesnt she? Well if you look closely there are some differences, but overall..They are the same.

There are 2 differences in the skeletal structure. Unlike the Type 1 setup, the foot chain is a seperate chain. It isn't part of the leg chain. The other difference is that there is an extra small bone at the hip to give controll to the rotation plane of the leg chain.

This extra joint does not have the IK controller on it. It instead has a look at controller assigned to it.






Here you can see the extra bone. I've zoomed the joint, becuase they're really close to each other. I mean really close.
So close that you wouldn't know. Notice the limits on the bones. I've setup limits on the X and Z axis on the hip bone because i dont want the IK to interfere with the Look at controller on the small bone above it. Note, I also disabled the Y axis completely.

I mentioned that the foot is now a seperate chain. this is to allow the leg chain to rotate properly with the look at controller. The down side to this is that the feet can rip off if you're careless. But it works well enough.

Type 2 features 2 dummies that fake the up-vector constraint.
The small bone in the hip that controlls the rotation plane of the leg chain can be keyframed manually if desired. You can just remove the look at controller and keyframe the bone.

The best way for you to understand this Type 2 setup is to disect the scene file with your new knowledge of the Type 1 setup. Again they arent that different.

Go ahead and look at the example scene: Type 2 without Expression (3D-Studio Max 3.0 Only)

CAUTION!
This Up-Vector Fake does not work exactly like an upvector because its using a Look at controller. A real up-vector constraint works only on 1 plane of rotation. But a Look at controller works on 2 planes of rotation. So when animating it is important to move your fake up-vector constraint dummies UP and DOWN as well as LEFT and RIGHT because the IK bone will take into account 2 rotation planes!!!




 
� 1997-2024 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.