which hand/foot bone you put the ik boot for genesis?

which hand/foot bone you put the ik boot for genesis?

not sure where the end of the chain is with the toes and fingers?

TY!!smiley

(workin with the genesis wolfie hound) woofster

Comments

  • MistaraMistara Posts: 38,675

    nla clips are stackable, right?

    should keep keyed morph expressions separate from head rotations?

  • 3DAGE3DAGE Posts: 3,311

    HI Misty :)

    You can create multiple NLA tracks,. and have different NLA clips in each track, controlling different parts of the figure.

    NLA tracks are either Additive,. or Overwite

    Each NLA track has "parameter" options where you can set which parts of the figure, the animations in that track can effect,.

    so,.IF you have a clip which has expressions (and you don't want those) included in the animation,. you can switch those options for the figure off for the whole Track

    or,.. you could manually Import the keyframes form the NLA clip,(load clip data). then edit out the Head/expresson keys , then save as a new NLA clip 

     

    On the first question about IK,.

    do you mean,.. fixing the issues where moving one leg (on genesis figures) causes the other leg to move,. (same issue with arms)

    FABA created a set of helpers/modifiers which place IK terminators at the root of those issue joints, ...

    You can get those for free over at ShareCG,.. fabaone.

    http://www.sharecg.com/v/58780/gallery/3/PDF-Tutorial/Carrara-Helpers-and-Modifiers-for-Genesis

    Hope it helps :)

  • MistaraMistara Posts: 38,675

    thanks!!  couldnt comprehend what i was doing wrong trying to follow the ik boots method,  watched the tutorial over and over

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