Forum: Animation


Subject: IK bugs affecting movie making

Anthony Appleyard opened this issue on Jun 01, 2004 ยท 10 posts


Anthony Appleyard posted Tue, 01 June 2004 at 11:43 AM

Attached Link: http://www.kuroyumes-developmentzone.com/appleyard/temp/_movie_00_ns_nb_avi.zip

This link points to a zip file which contains a movie (at screen-display quality) and the .PZ3 file that I used to make the movie. This still is a render of frame 21 of the movie. In the movie he draws and aims and fires the raygun. The gun is parented to his chest. Both his arms are IK-on. His hands are IK-parented to the gun so that his arms follow the gun. It needs my workman and ray gun and cop-belt models.

In the movie, his left arm starts out OK, but between frame 26 and frame 27 his left shoulder and forearm flip into a wrong pose. This is as a result of Poser starting to take the wrong solution in its solid-trigonometry when (converting the hand's x/y/zRotates from (relative to the gun) to (relative to the forearm)) and (adjusting the shoulder's and forearm's x/y/zRotates to match with the fixed position of the hand). Setting joint limits won't work, as the limits apply to the values BEFORE all this adjustment and messing about. I have tried this and that. (In a longer movie that I made where he puts his gun back on his belt afterwards, his left shoulder and forearm flip back to the correct pose as his left arm moves gradually back to the "at attention" pose.) Has this bug been cured in Poser 5? It seems that when rendering a movie, (converting the hand's x/y/zRotates from (relative to the gun) to (relative to the forearm)) and (adjusting the shoulder's and forearm's x/y/zRotates to match with the fixed position of the hand) should choose the solution as near as possible to the solution used when making the previous frame. I know that (solid-trigonometry equations involving arcsin and arccos and arctan and suchlike) tend to show multiple solutions.

Message edited on: 06/01/2004 11:45