Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
Look for inkyChain section just before default pick near end of cr2
example might look something like:
inkyChain LeftLeg
{
off
name LeftLeg
addLink lThigh:1
addLink lShin:1
goal lFoot:1
linkWeight 0 1
linkWeight 1 0.2
}
inkyChain RightLeg
{
off
name RightLeg
addLink rThigh:1
addLink rShin:1
goal rFoot:1
linkWeight 0 1
linkWeight 1 0.2
}
inkyChain LeftHand
{
off
name LeftHand
addLink lShldr:1
addLink lForeArm:1
goal lHand:1
linkWeight 0 1
linkWeight 1 0.2
}
inkyChain RightHand
{
off
name RightHand
addLink rShldr:1
addLink rForeArm:1
goal rHand:1
linkWeight 0 1
linkWeight 1 0.2
}
I dislike having leg IK on by default when a character is loaded, but IK can somtimes be usefull. Rather than remove IK completely I prefer to disable its default On status. I do this by opening the cr2 in a text editor. I do a search for 'Leg' which takes me to the 'inkyChain' section of the cr2, and for the right and left leg I change I change 'on' to 'off'. I then do a global search and replace of 'Leg' with 'LegG'. Now the leg IK is off by default, but can be turned back on through 'Figure>Use Inverse Kinematics'.
There is one last step, as Shadownet pointed out "the feet get screwed up" this is because the translation values for the feet are none zero in some figures. You have to go to the translate channels for the feet and set them to:
k 0 0
Usually it is only the translateX channel that is none zero. Also set the initValue line to zero.
The fast way to delete IK is to open the hierarchy window in Poser and select the IK chain and press the delete button. It's much easier than messing about with the cr2 text (and this is coming from a guy who really likes messing about with cr2 text).
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Where in the cr2 are the inverse kenetics. How do I remove them from a cr2? Thank You Marty