millighost opened this issue on Jun 03, 2012 · 10 posts
millighost posted Sun, 03 June 2012 at 9:36 AM
There are some very nasty limitations, however:
- There is no easy way to capture the angle of the actors with the PointAt, so when switching off the IK in mid animation, the FK angles have to be made to match the IK position manually.
- For the same reason, with PointAt active, you cannot have dependent parameters for the blocks. In particular, you cannot use JCMs so this method is practically not usable for bending figures, only for discrete parts (like robots). Just like it would be with IK alone.
- In theory it could be used to seamlessly blend between IK and FK by using a PointAt influence somewhere between 0 and 1, but because PointAt is based on position and not on angle, the interpolation normally does not look good.
- I tried to make a master dial on the BODY to drive all the blocks' PointAt influences with one dial, but for some reasons it does not work when saving and loading the object again, but it could be my mistake.
- Apparently the PointAt influences cannot be saved in a pose file; they are just left out. I am not sure if this is Poser's fault or the library manager's (i used Dimension3d's XL). But saving as a scene (pz3) seems to work.