spider1.mb (142.5 KB, 352 views)
#
2
02-10-2003
, 04:29 AM
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
I assume you mean the legs stay at their position, as the body moves? That's normal IK behavior. To move the whole thing, you'd need to group all the IK handles and the root joint together.
#
3
03-10-2003
, 02:15 AM
Subscriber
Join Date: Oct 2003
Originally posted by mtmckinley
I assume you mean the legs stay at their position, as the body moves? That's normal IK behavior. To move the whole thing, you'd need to group all the IK handles and the root joint together.
No, as I move the spider forward(Z), the leg which has the IK detaches and moves forward (Z) ahead of the spider!
The skeleton stays rooted to the body properly.
#
4
03-10-2003
, 04:33 AM
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Hmm, in that case, perhaps you need to turn the "sticky" option on in the IK handle attributes. That's a new "feature" of 5.0.
#
5
04-10-2003
, 04:55 PM
Registered User
Join Date: Jul 2003
Looked @ the File...
The Joint heirchy is NOT correct...
Theres almost too many problems to list.
Here's just a few.
1. There is no joints in the body, only 8 separate skeletons for the legs. they need to be connected with a root joint. So that you can select the root and move the entire skeleton.
2. For some reason you have the leg joints parented to the leg
surface. You can parent the surface to the joints (as in robots) or if the legs were more segmented.. but not the other way around.
( it looks like you tried to parent them the correct way but selected in the wrong order) select child first.
3. But if your gonna parent the surface to the joint, you dont bind it too. one or the other.
4. when finished you should be able to bind or parent the sufaces to a single skeleton. when you move the root of the skeleton the bound surfaces should follow along. you need to get to that point before you even think about ik's.
5. then you have everything grouped together.( 8 separate skeletons that are parented to 8 separate surfaces and the body ) when you move the group it looks fine. ( even though it's all wrong ) Its only when you add the iks or try to bind- your getting a double transformation.
I'd suggest looking at some rigging/binding tutorials first.
Keep with it. The best way to learn is by doing it over..
and over... and over...
Joe
rasterfarian
#
6
05-10-2003
, 02:47 AM
Subscriber
Join Date: Oct 2003
Originally posted by cujo
Looked @ the File...
The Joint heirchy is NOT correct...
Theres almost too many problems to list.
Here's just a few.
1. There is no joints in the body, only 8 separate skeletons for the legs. they need to be connected with a root joint. So that you can select the root and move the entire skeleton.
2. For some reason you have the leg joints parented to the leg
surface. You can parent the surface to the joints (as in robots) or if the legs were more segmented.. but not the other way around.
( it looks like you tried to parent them the correct way but selected in the wrong order) select child first.
3. But if your gonna parent the surface to the joint, you dont bind it too. one or the other.
4. when finished you should be able to bind or parent the sufaces to a single skeleton. when you move the root of the skeleton the bound surfaces should follow along. you need to get to that point before you even think about ik's.
5. then you have everything grouped together.( 8 separate skeletons that are parented to 8 separate surfaces and the body ) when you move the group it looks fine. ( even though it's all wrong ) Its only when you add the iks or try to bind- your getting a double transformation.
I'd suggest looking at some rigging/binding tutorials first.
Keep with it. The best way to learn is by doing it over..
and over... and over...
Joe
Thanks for your advice. I've tried sooooo many different things and I've looked at 3 or 4 books for different clues. I've spent most of my time just trying to learn basic modeling techniques and I haven't done many animations. I appreciate the time you spent to look at it and point out the flaws. It's sometimes more useful to have 10 minutes of expert guidance than spinning your wheels for hours!
#
7
08-10-2003
, 08:18 PM
Registered User
Join Date: Oct 2003
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