Animation / Inverse Kinematics pt. 2
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OK, let's go ahead and get these Centers in position. I'm going to change my view to something like Left or Right so I could just have it head-on and I can mov the Centers without being distracted by the Perspective View and Perspective View can kind of mess us up because we're not sure where we're moving it sometimes, so I'm going to go back to that Left View, make sure I have Center selected and then I can choose one of these guys at a time to see where their Center is currently set. So let's go ahead and start off with our Finger Tip. This is his Center; I'll click on it and then I'll hit the Y key and just move it over and down. Take a look at the mechanics of your finger. When you bend it, where is it rotating from? It's rotating kind of from the front and not from the center and definitely not from back here, so if you bend your finger right now and take a look at it, look where most of the rotation is occurring - right about this area. Now let's go to our Mid and do the same thing. So I'm going to deselect that by hitting my Spacebar, grab the Mid Center, hit Y on my keyboard and I'll move that down and position that one as well. I'll go ahead and hit the Spacebar and grab the Base, click on the Center and by the way if you're not seeing this make sure it says Center here, not Items. Hit Y, move this down and in position because, don't forget, we'd have a palm here so the base would kind of bend from here as well, although not as much as the finger itself. I'll go ahead and hit the Spacebar and when I double-click on the Base right here in this area, you'll see that we have the ability in a moment to apply some IK, but you don't see the option just yet until I move this down. Now this is IK we can apply, but there's one more thing we need to do to help the IK work. We need to bend these guys just a little tiny bit, so I'm going to go back to Items Mode and just click anywhere to deselect. I'll grab the middle finger and I'm going to hit Y on my keyboard and as you can see, because I have the center where it is, I can rotate right from there. I'll give it a slight bend. I'll go to the Tip, I'm going to do the same thing, so click on Tip, hit Y if you need to and just rotate that just a little bit. Now I'm going to double-click on the Base again and make sure I have everybody selected and then I'm going to click right here: Apply IK. We get a little dialog box that says one or more of the item axis, or these guys right here, are not aligned to their child, or are using different axes. That's fine. I'm just going to go ahead and say OK. And now we have this little guy here. This is called an IK Goal, or what the IK Chain is going to be based on, so if I hit Y on the IK Goal I can move it and now we have an IK Chain and when I move it up and down look how everything bends. So the finger is bending, and I can move this around and you get the idea now. So the finger's bending, reaching out, touching something and so on. Now of course, you can do a lot more with this and it takes a lot of set up but I just wanted to give you the basics and get you started on how to build a chain like this. This is going to be great for animating things like marionettes, robots, machinery like cranes, and all kinds of stuff that needs to have some kind of parenting system in place so that one object controls other objects and then they could all be moved with an IK Control Handle like so.
Tutorial Information
| Course: | Luxology Modo 401 |
| Author: | Dwayne Ferguson |
| SKU: | 34052 |
| ISBN: | 1-935320-79-3 |
| Release Date: | 2009-11-04 |
| Duration: | 7.5 hrs / 119 lessons |
| Work Files: |
Yes |
| Captions: | Available on CD and Online University |
| Compatibility: |
Vista/XP/2000, OS X, Linux QuickTime 7, Flash 8 |
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