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Old 09-01-2004, 10:13 AM   #1
revenant
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Default ik spline dependent on joint limitation?

hoyo

i just started 2 work on a joint skelleton n if done limitations for the joints similar to human movement limitations, but if i create a spline or n ik handle, the programm ignore the limitations ... is there any way 2 fix this problem?

i just dont want the skelleton 2 overmove so it's maybe some isier 4 me 2 animate the character ...

or can anyone tell me a suggestion how i can to something like that another way?
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Old 09-01-2004, 06:32 PM   #2
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It appears that joint rotation limits and IK spline handles do work together (just tried it myself). Rotation limits work fine with a normal IK handle though. It seems that any sort of limit on the joints will override the IK spline curve's control over the hierarchy. My recommendation here would be to not deal with limits in any way and just not "over move" your character when you animate.
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Old 10-01-2004, 01:27 AM   #3
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rev, create the IK first thin try to apply the limitations..
but as danny said. having limitations on the joints just adds complexity where there doesn’t need to be any if your animating buy hand.

Danny wasn't the limits put there mostly to work with things like motion capture and GimbleLock ?
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Old 10-01-2004, 10:57 AM   #4
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ahh ... !!! thx damn sometimes probs can fixed so isi
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