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CottageFarm
Joined: 16 May 2008 Posts: 121 Location: USA
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Posted: Sat Dec 12, 2009 12:55 pm Post subject: Can A Ik Spline be used as a node? |
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I use Ik splines as a type of system to do my animations. I am wondering if the spline can be used in IMVU just as the dummy is used as the animation node? I am using 3ds max.
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Last edited by CottageFarm on Sat Dec 12, 2009 8:39 pm; edited 1 time in total |
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Mercuria  Moderator
Joined: 13 Nov 2004 Posts: 18354 Location: USA
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Posted: Sat Dec 12, 2009 2:39 pm Post subject: |
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I wish I could answer you but I might be hitting you up for lessons instead!
Someone will be along soon who knows. _________________
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xJonnx
Joined: 07 Feb 2007 Posts: 1587 Location: USA - NY
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Posted: Sat Dec 12, 2009 5:58 pm Post subject: |
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I have used IK splines as animations for IMVU in Blender for furniture, pets and accessories. I believe if are going to try for avatar animations, you would have to stick with the IMVU supplied skeleton structure. _________________
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CottageFarm
Joined: 16 May 2008 Posts: 121 Location: USA
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Posted: Sat Dec 12, 2009 8:38 pm Post subject: |
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okay thanks. But I am using it for pets. _________________
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nerseus
Joined: 27 Mar 2007 Posts: 2008 Location: USA - AZ
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Posted: Sat Dec 12, 2009 9:41 pm Post subject: |
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I'm fairly sure you can use those, but a test would be needed. I've used various types of objects including dummy, point helpers, bones, and even meshes (EditPoly objects) as "nodes" in a skeleton.
-ner |
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MorpherGoddess
Joined: 13 Oct 2008 Posts: 329 Location: Thailand
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Posted: Sun Dec 13, 2009 4:02 am Post subject: |
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You have to understand what it is. IK Splines solver is a kind of helper that will put onstraints/restraints on a system of skeleton that is setup in a spline-like configuration (eg. a snake skeleton). In the case of the IMVU avatar skeleton, there is an IK solver applied to it so that each of the connecting bones will more more realistically constrainting to/restraining to each of the bones above and below it in the heirachy.
Now as it is a kind of helpers, it will enable you to setup bones/nodes and constraint them to move just like they way each IK solvers are designed to. When you export the skeleton, and the animation files, these IK solvers are not being exported as they are invisible to the exporter.
I've made a product the was animated with IK Splines Solvers sometime ago: http://avatars.imvu.com/shop/product.php?products_id=1860289 I had a whole bunch of nodes lined up, link then consecutively so the last one is at the bottom of the heirachy, then with the IK Splines Solvers applied I could move them just like a snake. _________________
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CottageFarm
Joined: 16 May 2008 Posts: 121 Location: USA
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Posted: Sun Dec 13, 2009 5:37 am Post subject: |
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thanks a lot MorpherGoddess. _________________
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MissVix
Joined: 12 Feb 2007 Posts: 1841 Location: Australia
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Posted: Thu Dec 17, 2009 4:34 am Post subject: |
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Same...I have used ik chains and splines when making my animations....and as MG said...basicly they are just helpers...and are not exported along with the bones etc....
Infact the new rigged avi uses Ik Chains very effectivly ....
For those who havent used Ik Solvers you mite find them very fun to play with....
A good tutorial and explination of Ik Solvers can be found HERE
Not all projects work well with using Ik chains...I found a lot of limitations in using them for what I needed....I found setting up a basic rigg with controllers to be just as useful....allowing you to manipulate several bones at once....
There are so many possabilities when using rigging techiques though....certainly a lot more I would like to get into learning....when I can find the time to do so.... _________________
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