WIP - "FKIK manipulate bones" tool.
Moderators: Víctor Paredes, Belgarath, slowtiger
Finally found the problem. Seems like I accidentally had two "aim" bones. I guess I selected the wrong bone when I named the shin bone.GCharb wrote:I do get messages sometimes, I just ignore them, but it does not slow because of it!
You could send me the file so I have a look at it, I did quite extensive work with the script.
I am too tired and a little sick today. Happy I figured it out.
Thanks for your time.
udd
- capricorn33
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- funksmaname
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There was a little bug in the newly updated scripts that caused the FKIK tool to crash if you tried to use it on a rig without trg/aim bones and no embedded script loaded. This is fixed now.
MEANING:
The FKIK manipulate tool is now "transparent". Whenever you use it on a rig where there are NO .trg or .aim-bones present it should function exactly like the original LM manipulate bones tool. You shouldn't notice any difference at all.
Only when you have renamed bones to [whatevername].trg and [whatever].aim and loaded the embbeded script the IK magic comes into function...
So please DOWNLOAD THE SCRIPTS and INSTALL THEM AGAIN on top of the files released a couple of days ago.
check the download links in the first post of this thread.
(..and please tell me of you find bugs or other strangeness...)
cheers
cap
MEANING:
The FKIK manipulate tool is now "transparent". Whenever you use it on a rig where there are NO .trg or .aim-bones present it should function exactly like the original LM manipulate bones tool. You shouldn't notice any difference at all.
Only when you have renamed bones to [whatevername].trg and [whatever].aim and loaded the embbeded script the IK magic comes into function...
So please DOWNLOAD THE SCRIPTS and INSTALL THEM AGAIN on top of the files released a couple of days ago.
check the download links in the first post of this thread.
(..and please tell me of you find bugs or other strangeness...)
cheers
cap
capricorn ( - just call me "cap")
children's tv pro, character animator
children's tv pro, character animator
- capricorn33
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My head starts to hurt when I try to deal with vectormaths and trigonometry... can anyone help me? Should be easy for anyone who knows the stuff.
I have a small and quite easy fix to do the FKIK tool to make it completely hybrid (possible to use FK or IK on *all* bones in the skeleton) and also make nesting of .trg bones/groups possible...
I only need to figure out this problem first:
I know the rotation value from my master bone (bone A in the figure), I know the x- y- values of the masterbone's position (origo point in the fig, lets call that point (v(x0, y0)) and I know the initial position of the slave bone (v(x1, y1).
Imagine a vector going from origo to v(x1,y1), rotate that vector with the same rotation value as the masterbone A.
What is the new value (v(x2,y2))of that imagined vector's endpoint, and how do I calculate it in lua?
I'm losing hair over this.
EDIT: which actually is no problem to me, since I am already bald.

I have a small and quite easy fix to do the FKIK tool to make it completely hybrid (possible to use FK or IK on *all* bones in the skeleton) and also make nesting of .trg bones/groups possible...
I only need to figure out this problem first:
I know the rotation value from my master bone (bone A in the figure), I know the x- y- values of the masterbone's position (origo point in the fig, lets call that point (v(x0, y0)) and I know the initial position of the slave bone (v(x1, y1).
Imagine a vector going from origo to v(x1,y1), rotate that vector with the same rotation value as the masterbone A.
What is the new value (v(x2,y2))of that imagined vector's endpoint, and how do I calculate it in lua?
I'm losing hair over this.

EDIT: which actually is no problem to me, since I am already bald.


capricorn ( - just call me "cap")
children's tv pro, character animator
children's tv pro, character animator
- capricorn33
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- Joined: Sun Oct 02, 2005 9:49 am
- Location: Finland
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I posted this question at the AF forum too, and ponysmasher kindly replied there:
http://www.kelleytown.com/forum/animato ... hichpage=5
He wrote exactly the code I need to solve the problem and get on with my work on the FKIK tool. THANKS, ponysmasher!
I wonder...
Is there possibly any even simpler way to go about it? It's after all very basic AS bones rotation stuff, one bone following the rotation of the parentbone... the difference being that there is no actual parentbone going from origo to v(x1,x2)...
(not that there is anything very long or complicated about ponysmasher's solution, it's short and neat and completely accurate... I just wonder if there possibly is any other way to get to the same result?)
http://www.kelleytown.com/forum/animato ... hichpage=5
He wrote exactly the code I need to solve the problem and get on with my work on the FKIK tool. THANKS, ponysmasher!

I wonder...
Is there possibly any even simpler way to go about it? It's after all very basic AS bones rotation stuff, one bone following the rotation of the parentbone... the difference being that there is no actual parentbone going from origo to v(x1,x2)...
(not that there is anything very long or complicated about ponysmasher's solution, it's short and neat and completely accurate... I just wonder if there possibly is any other way to get to the same result?)
capricorn ( - just call me "cap")
children's tv pro, character animator
children's tv pro, character animator
- funksmaname
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- capricorn33
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Hey Funks,
I must confess that I'm having some troubles to wrap my head around the really basic stuff when it comes to AS vector- / trigonometry- / bone calculation...
Even if I know, in theory, pretty exactly what I want the script to do (look at the figure in the earlier post)... and even with ponysmasher's friendly help I found that I over and over got stuck trying to get those f****g bones to rotate and move around the way I need them to...
Could really need some kind of a "scripts beginner's course" in how to control the exact positioning and movement of bones.
I would also like to tidy up the code in the script, as it is pretty messy right now. This means that I would have to reconstruct big parts of it, which of course takes some time.
Both these things along with the fact that I'm once again in a situation where I am overwhelmed by other work has forced me to put this thing on the shelf for a while... hope to be back at it soon, when my work situation allows...
I must confess that I'm having some troubles to wrap my head around the really basic stuff when it comes to AS vector- / trigonometry- / bone calculation...
Even if I know, in theory, pretty exactly what I want the script to do (look at the figure in the earlier post)... and even with ponysmasher's friendly help I found that I over and over got stuck trying to get those f****g bones to rotate and move around the way I need them to...

Could really need some kind of a "scripts beginner's course" in how to control the exact positioning and movement of bones.
I would also like to tidy up the code in the script, as it is pretty messy right now. This means that I would have to reconstruct big parts of it, which of course takes some time.
Both these things along with the fact that I'm once again in a situation where I am overwhelmed by other work has forced me to put this thing on the shelf for a while... hope to be back at it soon, when my work situation allows...
capricorn ( - just call me "cap")
children's tv pro, character animator
children's tv pro, character animator
- funksmaname
- Posts: 3174
- Joined: Tue May 29, 2007 11:31 am
- Location: New Zealand
- capricorn33
- Posts: 249
- Joined: Sun Oct 02, 2005 9:49 am
- Location: Finland
- Contact:
- funksmaname
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- Joined: Tue May 29, 2007 11:31 am
- Location: New Zealand
Re: WIP - "FKIK manipulate bones" tool.
This looks interesting. The embed script works fine, but what does the tool do? The embedded script provides with nice IK. Can I animate with FK on the same bones using the tool?
The tool says: "FKIK Manipulate bones (alt = single bone rotate) - - NOTE: embedded script needs to be activated for exact interpolation"
I have no idea how to work with it though? alt + dragging a bone doesn't seem to do anything I can't do with the normal bone tools.
The tool says: "FKIK Manipulate bones (alt = single bone rotate) - - NOTE: embedded script needs to be activated for exact interpolation"
I have no idea how to work with it though? alt + dragging a bone doesn't seem to do anything I can't do with the normal bone tools.