このビデオでは、Rig Attribute VOP ヘルプページ にある KineFX IK Solver VOP サンプルファイル について説明しています。
このシーンファイルは、KineFX のジョイントの数をダイナミックに調整しつつチューブに対してスキニングする方法を紹介し、 IK Solver VOP ノードの様々なシグネチャの使い方について説明しています。

コメント

  • Harold1007 4 年, 2 ヶ月 前  | 

    Thanks for sharing this, do you think this new method will replace the old one? or it's more for mocap?

  • goshone 4 年, 1 ヶ月 前  | 

    I was wondering how you would approach an insect leg, with maybe 3 or 4 joints, but ultimately controlled by an IK chain, probably with a twist affector. When I tried, it would always force the joints to be extended/straight if possible. The toggle ‘Resist Straight’ didn’t seem to do anything. There also doesn’t seem to be joint limits like you get when building bones at object level. Any suggestions would be helpful.

  • polimpiado 3 年, 9 ヶ月 前  | 

    Clear as mud :)

  • joehabgood 2 年, 8 ヶ月 前  | 

    thanks for the tut:) where is the file?

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