ren_mem opened this issue on Dec 21, 2005 ยท 6 posts
whkguamusa posted Thu, 22 December 2005 at 4:32 PM
Well,
it depends on what you are trying to do.
Did the figure import with any IK chains on the legs, head or tail?
If there is no IK set up then moving the bones won't work.
Without IK you'll have to rotate them to keep the limbs from distorting when a bone is moved away from the bone it is parented to (constraints keep this from happening).
If rotation comes in locked you will have to reset them.
You can reset all of them by selecting the first bone at the top of the tree and looking under the "Skinning" drop down menu for that option.
If there is no IK on the horse you can set it up using Carrara's IK chain tool.
Its the 6th one down on the left side of the workview (2 chain links on top of a cube).
To use it click on the bone that you want the base ( anchor point) of the chain to start on (i.e. the top bone in a leg) then click where you want the chain to end.
You should then see a blue outlined cube with a blue line connecting the first and last bone in the chain. The cube is the IK target. Put the IK chain tool away (click the pointer "Move" tool) and then select the cube - move it around and the leg should follow along all the way up to the anchor point of the chain.
Once you get the basic idea down you might want to break the IK chains down into shorter segments for more control (Carrara allows this). Instead of one long chain from the top of the leg down to the foot you could use one to the knee, then from the knee to the heel and then use another to control the foot rotation (using a human figure for this example - horses don't have feet, I think).
wayne k
guam usa
Message edited on: 12/22/2005 16:35