dawnryder opened this issue on Mar 13, 2006 ยท 12 posts
dawnryder posted Mon, 13 March 2006 at 12:23 PM
(sorry if i've spelt it wrong) what exactly are they and what do they do? i've regularly been told to turn them off on read me files
Miss Nancy posted Mon, 13 March 2006 at 12:32 PM
yes, turn it off as a rule, until you're accustomed to it. one way of thinking about it is that it's the inverse of how the actual human musculo-skeletal system moves. Instead of the brain ordering the rotator cuff to move the shoulder, which then moves the humerus, which then moves the radius/ulna to allow the hand to reach up to an apple in a tree, IK sets it so you just drag the hand up to the apple in the tree, and all those other joints automatically move along, sometimes with extremely wacky results.
dawnryder posted Mon, 13 March 2006 at 1:09 PM
aaaaaaaaaaaaaaahhhhhhhhhhhhhh penny drops thank you been wondering for ages
geep posted Mon, 13 March 2006 at 2:15 PM
Attached Link: http://www.renderosity.com/messages.ez?ForumID=12356&Form.ShowMessage=2073635
... and a penny dropped is a penny ... uh, er, nevermind.Anyhow, you might find this tut of some help ... then again, maybe not.
cheers,
dr geep
;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
dawnryder posted Mon, 13 March 2006 at 2:29 PM
you haven't got a tut on how you can clone yourself so you can get twice the amount done in the same amount of time have you? thanks dr i'm sure it will be x
mystmaiden posted Mon, 13 March 2006 at 3:44 PM
I am sooo glad someone asked this! Thanks for the question And the answer folks! Mystmaiden
diolma posted Mon, 13 March 2006 at 5:27 PM
My main gripe is that, by default, IK is ALWAYS TURNED ON FOR THE MAJORITY OF POSER FIGURES (especially the legs/feet). 9 times out of 10 (possibly more) I DON'T want IK turned on. Most of the time I want to start from the "zero pose" (as supplied in the "Joint Editor") as opposed to the "default" figure pose, and if I forget to cancel the IK for BOTH legs (much clicking involved), I get the knock-knee'd effect and have to do it again (after cancelling the IK). And editing the CR2 files to get rid of it is a PITA! And I have to remember to use the "No IK figures", (after I've saved them, under different file names) rather than the default ones.. (OK. Rant over. No more to be said. Class can continue..) Cheers, Diolma.
geep posted Mon, 13 March 2006 at 5:35 PM
Class ??? What class? ... NaySayGuy doesn't have any. ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
kuroyume0161 posted Mon, 13 March 2006 at 6:57 PM
A word of caution on editing CR2 files to turn off IK - Poser stores things differently depending upon whether IK is off or on. If 'off', all joints in the IK-chain are stored with normal rotations as expected. Ah, but when 'on', all IK-chain joints have IK rotations affected by the translation of the IK goal bodypart. Note that the IK goal bodypart is translated and NOT rotated! And also that the rotations on the the rest of the chain do not match the normal rotations. In other words, just changing the text in the inkyChain section from 'on' to 'off' will leave your figure with some strangeness when loaded - odd leg or arm rotations and possibly with the goals (hands/feet) translation out of whack. Best to load the figure, disable IK, and resave to the Figure library. There may also be a third-party plugin or tool that will correctly disable IK, including fixing the translations and rotations.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
diolma posted Tue, 14 March 2006 at 2:59 PM
@kuroyume0161: I'm not sure I agree (but then I'm not sure if I disagree, either - I may have misunderstood what you were saying) If I load a Poser/millenium figure, turn IK off, zero-pose it using the joint editor then save it back to the charcter library (under a different name), then (usually, not always, but I've never quite worked out what I did different), the next time I load the zeroed figure, Poser reinstates the IK and I have to turn it off again... OTOH, If I edit the original character file (I can't explain exactly how 'cos I always have to look up the method, which is somewhere on my home machine which I don't have access to at the moment) but it involves re-naming the inkey body-parts so that Poser doesn't recognise them (and so doesn't re-apply the chain...) I always start from a fresh character. Once I get a pose I like (for a specific scene) I save as PZ3 and continue from there. Since I very rarely duplicate poses, there's no advantage to me to saving already posed characters (regardless of how I achieved that pose)... Cheers, Diolma
kuroyume0161 posted Tue, 14 March 2006 at 6:46 PM
I think you are agreeing, but just clarifying that you must at least edit the CR2 after you've disabled IK and resaved to avoid the translation issues (which I failed to mention). :)
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
diolma posted Wed, 15 March 2006 at 3:19 PM
Okey-doke:-) We agree... Cheers, Diolma