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Author Topic: Inverse Kinematics  (Read 18017 times)

flametiger74

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Inverse Kinematics
« on: December 27, 2007, 11:12:42 pm »

I was looking at the manual today and it says that the Inverse Kinematics button is blocked out b/c you can't use it yet but in 0.95 and 0.96 beta it's enabled so what's happening? and how does it work.
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Steve

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Re: Inverse Kinematics
« Reply #1 on: January 01, 2008, 03:25:31 pm »

It's not working well enough to enable.  I'll give it another try sometime ... don't know when yet.
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flametiger74

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Re: Inverse Kinematics
« Reply #2 on: January 01, 2008, 05:56:40 pm »

What does it do anyway.
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RudySchneider

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Re: Inverse Kinematics
« Reply #3 on: January 01, 2008, 06:00:19 pm »

The web is your friend.  Just type "Inverse Kinematics" into your web Search window.  For instance, here's a Wikipedia link:

http://en.wikipedia.org/wiki/Inverse_kinematics
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sagedavis

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Re: Inverse Kinematics
« Reply #4 on: January 03, 2008, 10:30:11 am »

hmm, I thought that IK was already there sort of. Isn't it the process that we envoke whenever we use painted weights? How the skin moves around the joint and so on? I understand that it also allows for other things greater than that but is that not one of the basic functions of IK?
Just wondering cause that wiki isn't exactly clear on it, and most IK sites that I have read are rather wordy and confusing as well.
Sage
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RudySchneider

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Re: Inverse Kinematics
« Reply #5 on: January 03, 2008, 11:05:22 am »

Bone influence, or painted weights is similar to, but different from, IK.  Think of IK in terms of a rope or chain, or for that matter, bones.  IK allows you to grab the end of the rope, chain, string of bones, and have the rest of the geometry "follow" according to pre-determined physical constraints.  For instance, right now in Anim8or, you can articulate bones individually, but you can't move one bone and have it "pull" on the joint of the adjoining bone(s).  With IK, you can.  For instance, you could move a model's hand and have the rest of the arm bones "follow" along.
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enzo

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Re: Inverse Kinematics
« Reply #6 on: January 03, 2008, 11:16:14 am »

That's a new one for me too ... you learn something new every day!
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Nate_Bro

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Re: Inverse Kinematics
« Reply #7 on: January 03, 2008, 07:48:28 pm »

Bone influence, or painted weights is similar to, but different from, IK.  Think of IK in terms of a rope or chain, or for that matter, bones.  IK allows you to grab the end of the rope, chain, string of bones, and have the rest of the geometry "follow" according to pre-determined physical constraints.  For instance, right now in Anim8or, you can articulate bones individually, but you can't move one bone and have it "pull" on the joint of the adjoining bone(s).  With IK, you can.  For instance, you could move a model's hand and have the rest of the arm bones "follow" along.

Wow, i have never seen it put in so few words! good job!
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sciwizeh

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Re: Inverse Kinematics
« Reply #8 on: January 04, 2008, 09:06:26 pm »

nice description i didn't get it until now
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