Or twenty-one reasons to switch to IK Boost…
- IK Boost does not pop
In fact, due to the way it works, IK Boost cannot pop. - IK Boost allows fully straightened limbs
LW_IK requires pre-bent limbs limited to a minimum of 8 degrees bend in order to achieve stability and prevent popping. - IK Boost allows broken joints (‘dos equis’ as Richard Williams called it)
See Point 2. - IK Boost is part-time IK
The benefits of this are many! It doesn’t need to be constantly solving the IK, therefore giving you much better performance during posing, playback and rendering. This will also allow many many more characters per scene. It also allows much easier communication with other plugins. - IK Boost works equally well with long and short IK chains
LW_IK wasn’t too predictable with more than 2 Bones in a chain, 3 Bones if you added loads of locks and limits. - IK Boost does NOT require reliance on ‘2D IK’
See Point 5 - It just works!
This allows you rig by instinct - not by trial and error. - IK Boost RIGs can be edited at any time without destroying your animation unduly
This is thanks to the part-time IK solutions, the rotations of Bones are recorded exactly as they would be with an FK rig. - IK Boost Controllers can be edited at ANY time
In fact, this is the whole philosophy of how it should work. - IK Boost is not restricted to Bones
It can be applied to Objects, Bones, Camers, Nulls and Lights; provided the top item in the hierarchy is a Null or an Object. - IK Boost does not require external items such as Goal Nulls
This has many huge advatages too. First of all it makes rigging much easier to understand and get working straight away. Secondly, it allows swapping and sharing of RIGs very easily. See Point 11. - IK Boost allows sharing and swapping of RIGs
This means you can build up a library of motions and poses for one core rig. Rigs, motions and poses for any type of beast can shared/brokered with other users. Character specific macros recorded with LS_Commander will remain valid on other characters, without needing a degree in programming. - IK Boost is forgiving
Imperfect rigs will still work, and can be edited / improved as you work, allowing new users to get started quickly and grow with their rigs. - IK Boost is easy to use, easy to learn and above all FUN!
OK, that’s totally subjective, sorry, won’t do it again!
- IK Boost in 100% stable (application-wise)
I’m not kidding, I’ve never had a crash with it - plenty when using the scene editor/graph editor/ortho tools at the same time, but none when working with IK Boost alone. - IK Boost allows Simultaneous IK and FK control
Of course it does, that’s just the 1st basic of its operation. - IK Boost gives bi-directional IK
IK Stop at the Hip and move the toe OR IK Stop at the toe and move the Hip - it’s all the same to IK Boost. - IK Boost is a FULL-BODY IK system (when and only when you want and need it to be)
Fix a toe, move the hand and the whole shoulders, spine, hips and legs follow naturally OR fix the shoulder, move the hand and only the arm follows. - IK_Boost has Quaternion solving
…nice. - IK Boost has it’s own undo list seperate from Layout’s undo list
Giving you more flexibility and control. - IK Boost needs your love
C’mon with a silly name like that it would have been better off being called ‘Sue’ - IK Boost rigs dont get animated
They just get posed, this workflow is much closer to to traditional animation.
OK that’s enough for now, don’t think that I’ll be shying away from criticising IK Boost’s weak points too, but that’s for another day and will be filed under ‘feature-requests’ ![]()
posts
comments
oh yeah, and ghosting, I forgot ghosting
May 4th, 2006, at 9:43 pm #ik boost looks quite abit like how a 3ds max character studio biped rig works in that you can use fk or ik as you wish…just select and either rotate [fk] or move [ik] body parts [hands/arms or feet/legs] and you can fix or pin them as well…
maybe it would be worth developing ik boost in a similar stratergy [wher you can share rigs/motions clips to other characters
May 5th, 2006, at 6:48 pm #yeah definitly, for the likes of background characters, viz stuff and a lot of applications… a generic rig would be great, with a library of motions and poses… that’s what the share section is for :D… so much to do!
May 5th, 2006, at 7:38 pm #Colin, you’re doing a remarkable job! Thank you for the hard work and effort you’ve put into this. You may single-handedly save IKBooster’s reputation in the community and show that this truly is the Rigging tool we’ve been waiting for. Congratulations and thanks a million!
May 18th, 2006, at 5:24 pm #Thanks a million Steve, it always lightens my heart to hear encouragement from you
I do believe IKB can be that tool for a lot of people, but what I really hope for is making animation possible for a lot more of us now and poeple just getting into 3D/LW for their first time. I suppose only time will tell.
Anyway, I cant let that ’single-handed’ comment get through
(time for some name-dropping!) My involvement with IKB is only ‘passing-through’. Larry Schultz (Splinegod) was getting to grips with it long before me, I had written it off too until I watched his CD. I only knew I could get more from it because of a guy called ‘Nitsara’ on the NT forum (I dont know him, but he said he was using it, and he had an honest face
) and now because of Mike Greene (Dodgy) - one seriously creative thinker.
I’m sure I’ll reach my own personal ceiling with IKB too and someone else will come along and double or triple it’s power with some new interpretations. That’ll be nice
May 18th, 2006, at 6:27 pm #Hi Colin,
May 19th, 2006, at 11:29 pm #Thanks for the comments. I created that video back when I first ‘got’ how IKBoost works. At the time there was still alot I didnt know. In the meantime Im amazed at how powerful it is.
I think (with a few exceptions) that it can totally replace the standard way of rigging in LW. What I also like is that you dont have two separate IK systems but both can be blended to work with each other. I love how well integrated into LW IKB is.
I was also impressed with how nice the animations Nitisara was doing and not even using most of IKBs features.
I agree, I think it can definitly replace current IK, but the great thing is that it doesnt need to… someone can use either one on its own or both in combination - depending on experience and skill. I dont know what I love most about IKB, but probably very close to the top of the list would be its accessibilty for new users.

May 20th, 2006, at 9:15 am #But there is a lot of develpment needed yet to make it a complete, and full integration is very important too (not the integration you refer to - but get it into the core so we can assign keyboard shortcuts and write scripts for it).
Its up to poeple like you and me to keep reminding Newtek of things like that
LOL! Im still waiting for Newtek to integrate LW enough so we can write scripts for any part of LW. Id love to see LScript commander support more of Layout and ANY part of modeler

May 24th, 2006, at 10:17 am #Theyve got a lot of work ahead of them…
Cant a guy dream?
Until proven otherwise, I holding on to the hope that with Ino behind the wheel - anything is possible.
Look what he did for [8] with both IKB and Dynamics, even though they were slow burners at the start, I think he pulled off something amazing.
May 24th, 2006, at 10:39 am #rhode island motorcycle insurance…
faulted yard eating flu,famously …
October 20th, 2008, at 1:27 am #