PDA

View Full Version : ikboost - the beggining...


bambam007
04-29-2007, 06:01 AM
So I have seen all the wonderful things on the ikboost.com website
and I have managed a setup so far.

But there area few points i'm missing, and tell me if they are there and I just missed them...

How did they get those long handles on there?

Once you have made bones and turned on the IK modifier, what else before you start to animate?

bambam007
04-29-2007, 06:03 AM
also, I have to use weightmaps, it's for shockwave export and i'm told to use "weightmap only" on the bones...

Does anyone know why this hardly effects the mesh when the bones are moved?

bambam007
04-29-2007, 06:37 AM
umm I just found the right-click function...

still think i'm fumbling through though

Dirk
04-29-2007, 07:22 AM
How did they get those long handles on there?

Once you have made bones and turned on the IK modifier, what else before you start to animate?


The long handles: look in the right click menu for "controller edit".

If You want to use IKB to its fullest, You'll have to set constrains and stiffness (that's the same as for the old IK). Also, You should record the pivot rotation and the bone rest position. Take a good look at the videos at IKboost.com, there is one that shows a rigging process:

http://ikboost.com/learn/video-tutorial-introduction-to-ik-boost-part-3-character-rigging/

About weight maps: if the weight maps are set up properly, and the bones are set to "weightmap only", the bones will work. Make sure there is just one weightmap per bone (but the weightmaps may overlap, so that a ponit is influenced by more than one bones; thats often the case), and all bones without weightmaps are turned off. That said, weighting a character for realtime isn't that easy and needs some practice.


Here is a very good tutorial about setting up a character for real-time:

http://www.puffandlarkin.com/lightwave/tutorials/character_rigging/

bambam007
04-29-2007, 07:51 AM
Ace thanks, this looks exciting...