FK-IK Snap issue..

Discussions about MHX2 and other plugins that are developed outside the scope of MakeHuman. Note that bug reports should go to the respective code projects and might go unseen here.

Moderator: joepal

FK-IK Snap issue..

Postby tsrajesh » Thu Jun 28, 2012 5:32 am

Hi,

i gather this is a new feature (FK-IK Snap.. Just like the Rigify). And i expect it not to be perfect yet.. I face some issues with yesterday's nightly.. I change in FK and then i could snap IK to FK. But if i change in IK and try to snap FK to IK, it doesn't snap, and goes back. (I believe that is the right description.. though i sometimes get snap issues that i can't describe properly).. So, I end up sticking with FK only. is there a known process or procedure that i need to follow, to seamlessly go between FK and IK?

Thanks a Lot.

-Raj
tsrajesh
 
Posts: 16
Joined: Wed Jan 05, 2011 3:54 pm

Re: FK-IK Snap issue..

Postby ThomasL » Thu Jun 28, 2012 1:20 pm

FK-IK snapping is indeed very similar to Rigify, since I stole the code from there. Initially at least, it has since been modified to fit the MHX rig. And I think that it did work properly until last week, when I made a change to the rig.

Let me explain what the change is and why it was done. In a traditional IK arm, you fix the shoulder and wrist joints, and the elbow via the pole target. However, that still leaves the twists of the upper and lower arms undetermined. The IK solver determines these twists automatically, and not in a way that I was happy with. Incorrect twisting was bad enough in a weighting-only rig, but with corrective shapekeys things became disastrous. If the upper arm is twisted incorrectly, the shoulder shapekeys don't kick in when they should, and the shoulder looks really bad.

Therefore I changed the rig so that the FK upper arm and forearm control the twisting, even when the IK bones control the bending. But I have not looked into the necessary changes in the IK-FK snapping yet.

I will update the documentation soon.
ThomasL
 
Posts: 1139
Joined: Tue Sep 15, 2009 2:46 am

Re: FK-IK Snap issue..

Postby tsrajesh » Thu Jun 28, 2012 1:24 pm

Thanks for the quick response.
For now, "Auto IK" seem to work fine, and i am just sticking with FK...

Good Work!
tsrajesh
 
Posts: 16
Joined: Wed Jan 05, 2011 3:54 pm

Re: FK-IK Snap issue..

Postby fnunnari » Wed Jun 12, 2013 8:29 am

Any news on this?
I'm having the same problems described here. The FK to IK snap doesn't work :-(

I'm using MakeHuman 1.0alpha7 + Blender 2.66.1

best,
FN
fnunnari
 
Posts: 9
Joined: Fri Mar 01, 2013 4:09 pm
Location: Saarbrücken, Germany

Re: FK-IK Snap issue..

Postby ThomasL » Sun Jun 16, 2013 3:50 am

I have not been working on this at all. Moreover, snapping does not work at all with the new rig in svn, due to changes in bone naming. The default names are now compatible with Rigify and thus with Xonotic.

Fixing snapping is on my todo list, but not at the top. FK snapping is straightforward to implement, but IK snapping is non-trivial.
ThomasL
 
Posts: 1139
Joined: Tue Sep 15, 2009 2:46 am

Re: FK-IK Snap issue..

Postby Animations4 » Sat Jul 06, 2013 5:47 am

ThomasL wrote:I have not been working on this at all. Moreover, snapping does not work at all with the new rig in svn, due to changes in bone naming. The default names are now compatible with Rigify and thus with Xonotic.

Fixing snapping is on my todo list, but not at the top. FK snapping is straightforward to implement, but IK snapping is non-trivial.


Could you put out a video or screen shot tutorial of how to mesh the xonotic-rig imported model with the xonotic animations. I'd like to make some characters but I have not been able to figure out how to appy animations from another model (but with the same rig). I know how to load the xonotic-player model with the anims I want (it's a blend file), import the make human model, and export models to IQM with animations. Just don't know how to tell blender "ok, these animations, go with this model/rig (the makehuman one).
Animations4
 
Posts: 22
Joined: Wed Oct 05, 2011 4:55 pm


Return to MHX2 and other plugins developed outside MakeHuman

Who is online

Users browsing this forum: No registered users and 1 guest