PDA

View Full Version : Need help with IK Boost


PabloMack
09-21-2010, 10:37 AM
I am using "Essential Lightwave V9" to guide me in getting started with using IK Boost. I am using the object that I designed and rigged to do a test. I have already converted the Skelegons to Bones which is not done in the book. It tells me to activate IK Boost using Modify/Tools/IK BoostTool and select the object. It then says that I should right click on the pivot location of the object. I am right-clicking the right hip joint which is where I want IK to begin. The book says that a window pops up. No window is popping up when do this. Is there something I am doing wrong?

PabloMack
09-21-2010, 10:57 AM
Next I tried the exercise verbatim and when the book said to press Setup/Detail/SplitBone then a window should pop up. No window pops up. Why is this?

Kevbarnes
09-21-2010, 03:49 PM
It tells me to activate IK Boost using Modify/Tools/IK BoostTool and select the object.

Here is a scene file with IKB attached to a leg rig. use 'CtrlB' to access
the IKBoost tool. IKstop has been placed on hip.

Clik and then drag Ankle this should function as normal IK leg.

jeric_synergy
09-21-2010, 08:27 PM
It then says that I should right click on the pivot location of the object. I am right-clicking the right hip joint which is where I want IK to begin.
Are these two actions the same action? 'Cuz the pivot point of the object is not the right hip, usually.

Kevbarnes
09-22-2010, 05:56 PM
Are these two actions the same action? 'Cuz the pivot point of the object is not the right hip, usually.

you have to add IKBoost to the top hierarchy object, usualy the charactor mesh object. This is done iether by first selecting the IKBoost Tool (CtrlB) and R_click object to apply IKBoost, or you hit 'p' for properties of the object and under Geometry tab, add custom object select IKBoost.

Check out IKleg scene file above

PabloMack
09-23-2010, 08:16 AM
Thanks to both of you. I hadn't used standard IK yet and I decided that I should try that first. The other suggests you gave are helpful and I will explore those ideas.

jeric_synergy
09-24-2010, 12:49 AM
i also recommend you go to Liberty3d.com and see about acquiring Larry Shultz's IKB dvd(s).

Larry is the acknowledged Ascended Master of IKB.

hruffin3
09-24-2010, 10:54 AM
IKB is cool you can set up a rig much faster than IK - after you apply to object and enable the tool you get circles showing the "goal" spots for bones when you right-click you get the menu drop - YOU GOTTA set ik stop at the top of the leg or arm chains(hyp/shoulder) or the whole object gets affected - the keyframing step is weird cause you click twice - but you can set keyframes for parents too etc. BUT the bind and bake really help but hard to understand - search IKB and read Larry Shultz stuff and check proton rigs out - what is really cool though is that you can put IKB on your IK goals and when you bind these you get super control over stuff like feet not sliding on the ground. also you will be moving the IKB goals not rotating them as for FK. LW forever...

sandman300
09-24-2010, 11:06 AM
Another way of adding IKB is in the objects properties window under the deform tab. It's also an easy way to deactivate IKB or get rid of it completely, should you feel the need to do so.

sandman300
09-28-2010, 02:23 PM
Sorry, not the deform tab the first tab (geometry) > add custom object.

MaDDoX
12-24-2010, 04:11 PM
Sorry, not the deform tab the first tab (geometry) > add custom object.
I've had some trouble adding IKB to a mesh using the regular shortcut in LW10 as well. Using the deform tab procedure worked flawlessly.