noviski opened this issue on Mar 07, 2005 ยท 7 posts
noviski posted Mon, 07 March 2005 at 8:59 AM
Hi, Im trying the C4 Pro and one of the most changed tools are the bones. In comparsion with the C3 some things, like the IK Chain are great, but other is a mess! In C3 when you need to restore the skeleton, you must select the bone (of course!), Skinning>Send bones to reference position and then select one of the 3 options: only the selected bone; the skeleton bone and his sons; all the skeleton. But, in C4 (I dont know why) you must select the OBJECT, not the SKELETON to restore the skeleton! And the worst, you dont have the tree restoring options anymore. And, when you use the IK Helper, theyre not restore the original position. Who else have this problem?
Message edited on: 03/07/2005 09:00
Sardtok posted Mon, 07 March 2005 at 12:17 PM
Yep, the IK helpers/targets are not restored, as they are different objects altogether, which is one reason to not use tracking. For some things tracking is great for some it's not. If you don't want tracking, just select the bone, go to modifiers and uncheck the tracking checkbox.
noviski posted Mon, 07 March 2005 at 3:33 PM
Thanks, Sardtok.
Sardtok posted Mon, 07 March 2005 at 5:48 PM
From what I hear, tracking is mostly only useful for legs, while arms and if you do hands with Ik you don't use targets. There has been discussion on how to rig something, and if you look at the wizard for animation and then IK or what ever it is called, you can see how they set up their legs with a foot bone to animate rotation of the leg around its own axis. Or maybe they don't use that technique, but that's what have been discussed on the yahoo group, and possibly also 3dxtract.
noviski posted Mon, 07 March 2005 at 8:29 PM
I watch the tutorial. And youre right, Ik tracking works fine with legs. I think one of the problem is the type of constrain I have to use in each bone. For an example: the knees. Its a ball joint? How much degrees each part can bend?
I remember read a tutorial, some years ago, with all the bones of a basic 3D skeleton and his constrains. If I find it again...!
Thank you again, Sardtok!
noviski posted Mon, 07 March 2005 at 8:38 PM
Attached Link: http://www.3dark.com/archives/human_joints_limits.html
I cant believe! I FOUND IT! :-D Its on the same site. I think is could be very usefull.Sardtok posted Tue, 08 March 2005 at 11:29 AM
Well, for a kneee, it really depends on how you've modelled your model and bonestructure. remember to rotate the bones to fit the model first, then set constraints. I think that that way you can change axes and still be able to restrict a ball joint to a single axis movement.