So I've started to look into lua a little... thinking I might have a go at this IK thing myself. It will take some time to learn, I guess, but that's ok.
I've got HeyVerns "aim bone" script working now. And maybe he already has solved this "IK thinking" problem in some of his many rigs, I don't know, haven't checked them out, and there are *so many* posts on this forum it's hard to know everything that has been said and done, even if you DO searches...
but anyway, here is my own personal investigation in process, using his script.
http://www.youtube.com/watch?v=JWO11Rb_3gw
The idea is to animate the hips and leg bone chain separately from the foot. (Compare to normal standard in hands/feet IK functionality in 3D apps.) It makes for absolute control over the movement of the foot.
But it's of course also a workflow thing; I'd love to be able to work this way in ASP.
The embedded aim bone script makes it all work except for one thing, there is no IK resolve through the leg chain as you translate the anklebone of the foot. It's only affecting the "aimer bone", the shin bone in this case, not the rest of the leg.
So that is the next problem. In one mouseclick and drag I need to translate the foot's ankelbone AND apply IK resolve to the leg bone structure.
- Hehe.... that might take some time for me to figure out how to do, I'm new to lua and the AS script interface after all.
I wonder what might be a smarter way to go about it? Working on the embedded script or mod the manipulate bones tool and write some of heyverns aim target constraint code into it.....?
On second thought, maybe it would actually be better to mod the manipulate bones tool...? then you could have the functionality available all the time, without the need to activate an embedded script. All that would be needed to activate the "IK function" would be to use some naming convention for the two bones where the target aim connection is. As Heyverns script also does right now (aimerbone; [bonename].aim and targetbone; [bonename].trg).
If bones with these kind of names are present in the skeleton the "IK function" goes into effect. In all other cases the manipulate bone would function as normal.
Anyone else who could see use of such a modded tool?
(Are there BTW som etiquette and code for how you use other people's ideas and code here, or is everyone sharing freely?
Sorry if I committed any mistakes in that regard assuming I could use heyvern's script ideas.........)
[renamed the thread subject to better reflect what is discussed here...]