Second video tutorial on my blog
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- hayasidist
- Posts: 3907
- Joined: Wed Feb 16, 2011 11:12 am
- Location: Kent, England
- capricorn33
- Posts: 249
- Joined: Sun Oct 02, 2005 1:49 am
- Location: Finland
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hayasidist,
no, it's not significant... the script works just as well even if you remove the rotate constraint from the .trg-bone.
I only put it in there because I wanted the .trg-bone in that specific rig to function as a kind of separate handle for the IK foot, so I would be able to translate the foot around without rotating it...
You can of course apply the .trg name directly to, say, the heel bone if you want to, and remove the rotate constraint, if that is what you prefer.
cheers
no, it's not significant... the script works just as well even if you remove the rotate constraint from the .trg-bone.
I only put it in there because I wanted the .trg-bone in that specific rig to function as a kind of separate handle for the IK foot, so I would be able to translate the foot around without rotating it...
You can of course apply the .trg name directly to, say, the heel bone if you want to, and remove the rotate constraint, if that is what you prefer.
cheers
capricorn ( - just call me "cap")
children's tv pro, character animator
children's tv pro, character animator
Oh that!hayasidist wrote:Hi,
thanks for the reply. Camtasia looks good if expensive (for PC rather than Mac anyway!!)
the demo file FKIK_v4_test from viewtopic.php?t=18787&highlight=fkik has bones lfoot.trg and rfoot.trg with Bone Constraint / Angle Constraints max 0 min 0. just wondered if that's significant...
cheers
Well, it prevents the control bones from being rotated in any ways, it keeps them unaltered, which is a good thing, but does not change the way the feet are animated.
I did not setup mine this way because i only use the translate bone on those, but maybe I should have set them up that way, to prevent mistakes for new comers.
I would say it is a good habit to set them up with rotation constraints, so I will in the future, thanks for pointing it out!
Dang, got beaten to the punch!capricorn33 wrote:hayasidist,
no, it's not significant... the script works just as well even if you remove the rotate constraint from the .trg-bone.
I only put it in there because I wanted the .trg-bone in that specific rig to function as a kind of separate handle for the IK foot, so I would be able to translate the foot around without rotating it...
You can of course apply the .trg name directly to, say, the heel bone if you want to, and remove the rotate constraint, if that is what you prefer.
cheers
I would say it is more aesthetic then really useful, just to keep things tight and clean.
- hayasidist
- Posts: 3907
- Joined: Wed Feb 16, 2011 11:12 am
- Location: Kent, England
Thanks for this new tutorial GCharb. I am practicing with right now.
Seems like using this script will be very useful for me, so also thanks to
capricorn33 for posting this script.
One thing I am noticing when I use it I can't use the bone offset tool at least for the legs. The leg bones will point to the place the target bone was before offsetting the character.
Not such a big problem, just thought I would mention it in case there was a solution.
udd
Seems like using this script will be very useful for me, so also thanks to
capricorn33 for posting this script.
One thing I am noticing when I use it I can't use the bone offset tool at least for the legs. The leg bones will point to the place the target bone was before offsetting the character.
Not such a big problem, just thought I would mention it in case there was a solution.
udd
I have not played with that with the script so I cant tell if there is a solution. capricorn33 would probably tell you it is a work in progress, that things need being ironed out.uddhava wrote:Thanks for this new tutorial GCharb. I am practicing with right now.
Seems like using this script will be very useful for me, so also thanks to
capricorn33 for posting this script.
One thing I am noticing when I use it I can't use the bone offset tool at least for the legs. The leg bones will point to the place the target bone was before offsetting the character.
Not such a big problem, just thought I would mention it in case there was a solution.
udd
From my point of view, the script does what I want it to do as far as rigging feet goes.
I have put this on my list of things to check though!
I tried the offset with the script active and yes, it does supersede the offset setting.
This is, the script supersede everything but the function of aiming at the target bone.
I was asking if it would be possible to have a strength value for the script, and this could be another reason to have one, if at all possible!
This is, the script supersede everything but the function of aiming at the target bone.
I was asking if it would be possible to have a strength value for the script, and this could be another reason to have one, if at all possible!
I am doing an animation showing how to do trigonometry. I was the logical solution as I can do some animations and Math is my 2nd language. The pay is not much but the animation I need to do is just simple fade ins/out and changing colors of vectors.
I think that woman's voice you used on your 1st tutorial would be perfect for this. What was the program you used for that text to speech?
Thanks
Stephen
I think that woman's voice you used on your 1st tutorial would be perfect for this. What was the program you used for that text to speech?
Thanks
Stephen
You mean that voice right?
http://www.mediafire.com/?15whh264ito5u1g
Because on my first tutorial I used a man's voice.
That female voice is Amy, from Ivona.
http://www.ivona.com/voices.php
The software is textaloud 3.
http://www.nextup.com/TextAloud
http://www.mediafire.com/?15whh264ito5u1g
Because on my first tutorial I used a man's voice.
That female voice is Amy, from Ivona.
http://www.ivona.com/voices.php
The software is textaloud 3.
http://www.nextup.com/TextAloud