## IK

### IK

I've never really done any character animation yet, only space scenes,
logos, and other stuff (I'm farmiliar with bones, IK, and most of the
character animation theory), and I've been postponing the facing with
this problem for quite a time...

v5.5, IK. The test scene is simple, a cylinder (15 segments), and 3
bones in it. One main bone and 2 child bones. A null is a goal object
to the last child bone in a chain, the limits are set, we can start
to animate. I move the null object, the bones follow it, but the motion
is so jerky and not smooth I just can't believe it's happening. In 20
frames of moving from A to B the are at least 5-6 "shocks"...

I know you know... :) So any help will be appreciated...

### IK

I've never really done any character animation yet, only space scenes,
logos, and other stuff (I'm farmiliar with bones, IK, and most of the
character animation theory), and I've been postponing the facing with
this problem for quite a time...

v5.5, IK. The test scene is simple, a cylinder (15 segments), and 3
bones in it. One main bone and 2 child bones. A null is a goal object
to the last child bone in a chain, the limits are set, we can start
to animate. I move the null object, the bones follow it, but the motion
is so jerky and not smooth I just can't believe it's happening. In 20
frames of moving from A to B the are at least 5-6 "shocks"...

I know you know... :) So any help will be appreciated...

### IK

> I've never really done any character animation yet, only space scenes,
> logos, and other stuff (I'm farmiliar with bones, IK, and most of the
> character animation theory), and I've been postponing the facing with
> this problem for quite a time...

> v5.5, IK. The test scene is simple, a cylinder (15 segments), and 3
> bones in it. One main bone and 2 child bones. A null is a goal object
> to the last child bone in a chain, the limits are set, we can start
> to animate. I move the null object, the bones follow it, but the motion
> is so jerky and not smooth I just can't believe it's happening. In 20
> frames of moving from A to B the are at least 5-6 "shocks"...

> I know you know... :) So any help will be appreciated...

In my best experience, Lightwave IK don't work too well.

### IK

> > I've never really done any character animation yet, only space scenes,
> > logos, and other stuff (I'm farmiliar with bones, IK, and most of the
> > character animation theory), and I've been postponing the facing with
> > this problem for quite a time...

> > v5.5, IK. The test scene is simple, a cylinder (15 segments), and 3
> > bones in it. One main bone and 2 child bones. A null is a goal object
> > to the last child bone in a chain, the limits are set, we can start
> > to animate. I move the null object, the bones follow it, but the motion
> > is so jerky and not smooth I just can't believe it's happening. In 20
> > frames of moving from A to B the are at least 5-6 "shocks"...

> > I know you know... :) So any help will be appreciated...

> In my best experience, Lightwave IK don't work too well.

Well, in my best experience most limitations have been of my own
understanding.....

It sounds as though the three bones are probably all deforming bones. It
is usefull to create a null bone at the end of the chain to target the
IK goal. It is the base of a bone that points, so if the bone doing the
pointing has a long rest length you can will get obvious sudden changes
in rotation.

If this is not the problem, then keep in mind that IK can tend to jump
around if the goal object is at any real distance from the IK pointer.
Try to keep the pointer in contact with the goal. This is not always
necessary but can help.

Hope this helps

### IK

Quote:

> > I've never really done any character animation yet, only space scenes,
> > logos, and other stuff (I'm farmiliar with bones, IK, and most of the
> > character animation theory), and I've been postponing the facing with
> > this problem for quite a time...

> > v5.5, IK. The test scene is simple, a cylinder (15 segments), and 3
> > bones in it. One main bone and 2 child bones. A null is a goal object
> > to the last child bone in a chain, the limits are set, we can start
> > to animate. I move the null object, the bones follow it, but the motion
> > is so jerky and not smooth I just can't believe it's happening. In 20
> > frames of moving from A to B the are at least 5-6 "shocks"...

> > I know you know... :) So any help will be appreciated...

> In my best experience, Lightwave IK don't work too well.

Well, I can see that, but anything more than that? I'm certain I can get it
work right, but I'm not shure how. Any tips? I don't want to change
Lightwave to Max or something, just because of the IK.

### IK

Marko,

I have a web page with fairly extensive info on IK at.

http://ourworld.compuserve.com/homepages/crestline/ik.htm

It will probably take a little practice to work the kinks out of
your IK scheme. One thing you might try just to get things
rolling is to enable only _one_ axis of rotation for each bone in
the Mouse panel (you know the H,P,B settings). These effect
the behavior of IK on top of the IK Limits. So turning off the
axes you don't want may begin to give a little greater control
to start.

-Tim Wilson, Crestline

I have a character/humanoid: usual IK set up on legs...

Pull pelvis down; Only one foot stays locked , the other goes through the
floor. If i pull pelvis down yet further both feet go through the floor.

IK chain is identical on both sides...

so i guess i have 2 questions:

why is the IK lop sided (one side the IK seems stronger than the other) even
though goal strength is set to 50 on both.

and 2:

what does it take to make feet NEVER pass through the floor ? I tried an
expression i read somewhere..i can't remember exactly but to set a max/min
on the y plane for the foot goals this didn't work at all. The expression
ok'ed but result was nothing

HELP!!!

Thanks

5. Moray IK