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).
I used the videos from this web page for reference.
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Hi
First i would like to thank you for casting some much needed light onto ikboost and turn it into a usable tool.
one question, How would you deal with props in ik boost? I am thinking in particular of things such as holding a rifle in two hands or holding a two handed sword. once again thanks for all your hard research
May 4th, 2006, at 4:58 pm #Steve
Hi Steve, thanks for the question.
Right now, I cant find an easy way. For one hand you can very simply attach the Sword directly as child of the hand and it will instantly become part of the IKB rig.
But to get the other hand to follow, I think has to be keyframed.
Even looking at the problem in a much simpler scenario; say you have a pipe crossing in front of your character at obtuse angles. And you want to character to run their hand along it… Looks like it has to be done manually again… however still better than Trad_IK cos you only need to key the hand and the shoulders, spine, hipe and legs follow assuming the feet are rooted.
There *may* be a solution to this in the dynamics, but even if there is I think it needs a dedicated command to automate this for us… cos it would be simple enough.
This is actually the first feature-request I have in mind for submitting to Newtek… I’m hoping to consolidate a periodic submittal for them, presented in video etc…
~CL
May 4th, 2006, at 6:58 pm #Steve, the answer is actually fairly easy. Set up two nulls along the hilt of the sword, or at the stock and body of the rifle, parent them to the prop, then set up each null as a child of whichever hand you want to attach to that null. It’s a little awkward with LW_IK, but I have yet to see it with IKB. I’m sure the principle works the same, and probably works better than LW_IK.
- Matt
June 14th, 2006, at 2:46 pm #