WIP - "FKIK manipulate bones" tool.
Posted: Wed Apr 20, 2011 1:09 pm
UPDATE
2.9.2011 version 0.91 (- now with BUG from 31.8 FIXED).
This is an update with some bug fixes from the previous version.
FIXES
- bone offset on frame 0 should function normally now.
- if there is any mismatch in the setup of .trg / .aim bone pairs, the scripts now will tell you so. If you get a message complaining about "missing aimbone" or "mismatch in trg / aim bones" you have to check that your bone pairs are named correctly.
- the tool script SHOULD now be completely backwards compatible with the function of the original LM manipulate bones script. Meaning that if you don't have any .trg- or .aim-bones in your bones setup the function of the tool should be exactly the same as the original tool.
EDIT 2.9.: ...this part had a little bug, but it should be all fixed now.
You can download the updated files here (remember, you need BOTH):
the tool
https://dl.dropbox.com/u/19247240/FKIK% ... _bones.lua
the embedded script (necessary for exact interpolation between keyframes)
http://dl.dropbox.com/u/19247240/aim_bone_ik_hl.lua
Check out Gilles' blog if you want to see a tutorial on how to use these scripts:
http://gcharb2d.blogspot.com/2011/07/th ... on-my.html
And please tell me if you find any strange behavior in the script, it is still very much under development.
New versions coming soon.
cheers!
========================================
ORIGINAL POST FROM Wed Apr 20, 2011
Hello everybody!
So... now I have spent some time fiddling around with LM:s original "manipulate bones"-tool and combined it with a modded version of Heyvern's aimbone-script to work on the basis of inverse kinematics instead of single-bone-rotation, I have copied and pasted bits and pieces around and combined some of the "translate bone"- and "rotate bone"-code into the soup and finally come up with this;
a first beta-version ( version 0.9 ) of my "FKIK manipulate bones" -tool. Free for everyone to use (or steal or alter or whatever - be my guest!
)
So far it has been developed and tested only in ASP6.2 - I have no idea how or whether it works in AS7 or any other versions.
the tool
http://dl.dropbox.com/u/19247240/hl_FKI ... _bones.lua
the embedded script (necessary for exact interpolation between keyframes)
http://dl.dropbox.com/u/19247240/aim_bone_ik_hl.lua
and a little demo file with a skeleton using IK feet
http://dl.dropbox.com/u/19247240/FKIK_v4_test.anme
I used the feet - hips connection as my example case since that is where my investigation started. But of course this kind of functionality can have a lot of other uses, I guess. It's up to everyone to figure out for themselves.
But in this example-file that I included the feet are built in the form of free, unparented bonechains, where the topbones are named as "[somespecificname].trg" and the corresponding shinbones are named as "[somespecificname].aim" Following the naming convention of Heyvern's original script you must use the SAME NAME for the pair of bones that are to be connected. Bad naming or missing pairs will crash the script.
- Note that the tool works without the embedded script when you are posing and adjusting on any single keyframe, but for the bones to interpolate correctly between keyframes you need to activate the embedded script. If you don't you will notice that the connection between aimbone and targetbone will be momentarily lost while interploating between two keyframes, as the arc of the aimbone's tip won't follow the translation of the trgbone exactly.
- No scaling function is implemented yet, I'm planning to do so, though - but what would be the most useful way to do it?
I'd like to make this tool useful for all kinds of "aim-bone functionality" purposes... So what do you think should be developed to make this tool useful in that respect?
BTW
The code is still very messy, since this has been a kind of learning-project after all - "learning by dissecting". Just as a warning if you are actually trying to read the code... (I will tidy it up later, promise...)
The whole thing is still a work in progress, so of course all kinds of comments and suggestions would be most welcome.
cheers
cap

2.9.2011 version 0.91 (- now with BUG from 31.8 FIXED).
This is an update with some bug fixes from the previous version.
FIXES
- bone offset on frame 0 should function normally now.
- if there is any mismatch in the setup of .trg / .aim bone pairs, the scripts now will tell you so. If you get a message complaining about "missing aimbone" or "mismatch in trg / aim bones" you have to check that your bone pairs are named correctly.
- the tool script SHOULD now be completely backwards compatible with the function of the original LM manipulate bones script. Meaning that if you don't have any .trg- or .aim-bones in your bones setup the function of the tool should be exactly the same as the original tool.
EDIT 2.9.: ...this part had a little bug, but it should be all fixed now.

You can download the updated files here (remember, you need BOTH):
the tool
https://dl.dropbox.com/u/19247240/FKIK% ... _bones.lua
the embedded script (necessary for exact interpolation between keyframes)
http://dl.dropbox.com/u/19247240/aim_bone_ik_hl.lua
Check out Gilles' blog if you want to see a tutorial on how to use these scripts:
http://gcharb2d.blogspot.com/2011/07/th ... on-my.html
And please tell me if you find any strange behavior in the script, it is still very much under development.
New versions coming soon.
cheers!
========================================
ORIGINAL POST FROM Wed Apr 20, 2011
Hello everybody!

So... now I have spent some time fiddling around with LM:s original "manipulate bones"-tool and combined it with a modded version of Heyvern's aimbone-script to work on the basis of inverse kinematics instead of single-bone-rotation, I have copied and pasted bits and pieces around and combined some of the "translate bone"- and "rotate bone"-code into the soup and finally come up with this;
a first beta-version ( version 0.9 ) of my "FKIK manipulate bones" -tool. Free for everyone to use (or steal or alter or whatever - be my guest!

So far it has been developed and tested only in ASP6.2 - I have no idea how or whether it works in AS7 or any other versions.
the tool
http://dl.dropbox.com/u/19247240/hl_FKI ... _bones.lua
the embedded script (necessary for exact interpolation between keyframes)
http://dl.dropbox.com/u/19247240/aim_bone_ik_hl.lua
and a little demo file with a skeleton using IK feet
http://dl.dropbox.com/u/19247240/FKIK_v4_test.anme
I used the feet - hips connection as my example case since that is where my investigation started. But of course this kind of functionality can have a lot of other uses, I guess. It's up to everyone to figure out for themselves.

But in this example-file that I included the feet are built in the form of free, unparented bonechains, where the topbones are named as "[somespecificname].trg" and the corresponding shinbones are named as "[somespecificname].aim" Following the naming convention of Heyvern's original script you must use the SAME NAME for the pair of bones that are to be connected. Bad naming or missing pairs will crash the script.
- Note that the tool works without the embedded script when you are posing and adjusting on any single keyframe, but for the bones to interpolate correctly between keyframes you need to activate the embedded script. If you don't you will notice that the connection between aimbone and targetbone will be momentarily lost while interploating between two keyframes, as the arc of the aimbone's tip won't follow the translation of the trgbone exactly.
- No scaling function is implemented yet, I'm planning to do so, though - but what would be the most useful way to do it?
I'd like to make this tool useful for all kinds of "aim-bone functionality" purposes... So what do you think should be developed to make this tool useful in that respect?
BTW
The code is still very messy, since this has been a kind of learning-project after all - "learning by dissecting". Just as a warning if you are actually trying to read the code... (I will tidy it up later, promise...)
The whole thing is still a work in progress, so of course all kinds of comments and suggestions would be most welcome.
cheers
cap
