Lots of docs with video for IKB by Andrea Loris Perazzoli aka loriswave.
Linky
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.
(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.
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.
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.
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