learn, share | Some Italiano IKB Video tutorials
Posted on September 17th, 2007 by Colin
Lots of docs with video for IKB by Andrea Loris Perazzoli aka loriswave.
Linky
ikboost.com is about giving dedicated focus to the new LightWave 3D animation system - IK Boost. The vision is to facilitate, enable and accelerate take-up, learning and development of IK Boost for users and developers alike. All content is free and contributions from all readers are highly appreciated in all three sections of this site:
This section will hold all the free IK Boost related tutorials, tips and tricks.
This section will hold all the free IK Boost related RIGs, data sheets, Motions, Poses etc.
This section will hold IK Boost RIGs and techniques under development.
Lots of docs with video for IKB by Andrea Loris Perazzoli aka loriswave.
Linky
The weight based approach is the idea that each action comprises a sequence of weight shifts, and each shift has a beginning, middle and end. In traditional terms, the middle would closely resemble an Extreme, and the beginning and end would be Breakdowns. This approach defines where these Breakdowns should be and how they should look, or as I will call them, Beginnings and Ends. Because the Beginning, Middle and End will be defined exactly, these Key drawings can be made in sequence (straight-through) or with multiple passes.
Applying a Weight based Approach to Character Animation in IK Boost.
Another scene to take apart… Enjoy!
Dirk Petri, has sent some sample scenes, showing his workflow with notes and examples, and kindly allowed them to be shared with everyone. Thanks Dirk!
Here’s a time-lapse video of me using IK Boost to animate a strutting style walk cycle.
This also shows how using bakespots combined with the Option Auto Bind will easily enable further animation to be added without interfering with bound contact points.
Here’s a sample scene to download, this uses Goals in a similar way to traditional IK, demonstrating that both systems can be used in harmony with each other.
Good news for MotionMixer users, this much missed facility is now available to work hand-in-hand with IKB. Thanks to Mike Greene for writing the script and the guys at NewTek for giving him what he needed for this to work.
(3/3) This one goes through some practical examples of set up and normal usage and is in 3 parts itself:
1. Advanced Wrist Twist
2. Stretchy Limbs
3. Gear Race / Piston / Balloon Linkage
UPDATE: Have added the Gear Race setup to the end of this video.
Video 2 of 3. This one looks a little more closely at the workings of BoosterLink ‘under-the-hood’. Hopefully this will help give a better understanding of how it works, but more importantly it provides a means to access BoosterLink so that it can be applied to other channels such as scale, even when IK Boost is not being used.
This video is part 1 of 3 showing the use for BoosterLink.
BoosterLink provides a very simple but powerful functionality. It sounds clichéd these days, but this one lives up to its promise.
BoosterLink lets us to get objects to behave automatically based on another objects behaviours. Sounds vague? It kind of is! But I think it will get more obvious after watching the video.
This video shows a simple but effective forearm setup, using an extra Bone to enable Forearm twist.
Introducing FK Control option on nodes for the first time, (FK Control has a little more usabilty up its sleeve that just FK !)
There’s some extra video added on at the end describing what could be a pitfall if you’re not aware of it, but is a very useful little feedback tool if you are. Its about IK Boost’s little heads-up-display clue when limits have been exceeded.
Or twenty-one reasons to switch to IK Boost…
A list of comparisons between LightWave 3D’s native traditional IK system and IK Boost.
This is the exact RIG made on screen during the 3rd video tutorial. This includes the latest shoulder RIG and is definitly a big step in the right direction.
This final video from the Introduction series shows the basic steps of how to share IK Boost RIGs between different characters.
This demonstates the power and ease of use the IK Boost affords the LightWave animator.
This is the third in a series of four Introductory Video tutorials.
This one runs through the basic steps of creating a basic RIG for manipulating and animating a character in LightWave for IK Boost.
A shoulder RIG I’m working on which attempts to mimic the natural movements of the shoulder Bones inclucing the Clavicle (collarbone), Scapula (shoulder-blade) and the Humerus (upper-arm bone).
This is the second in a series of four Introductory Video tutorials. Here we look at using IK Boost in a more practical sense, that is, creating the beginnings of a walk cycle.
This is the first in a series of four Introductory Video tutorials and looks at some of IK Boost’s basic controls and their usage, and how to get the most out of them.
If you’d like to have a play around with the Rig from the Introduction Video Tutorials while you are watching them, you can dowload it here.