IK Solvers and the exporter
by Scott Coursey · in Artist Corner · 08/12/2005 (7:20 am) · 3 replies
Has anyone ever been able to create an animation, with the aid of IK Solvers, and had it successfully export to Torque?
I was working on my Claude character and have a really great root pose (gun hold, with breathing). I have also added IK Solvers for the hands and feet to make things easier.
Unfortunately, I found out that Blender calculates all the bone angles when associated with a Solver. The exporter requires that each bone contain the proper rotation and locations.
So, in effect, Claude looks like he's being put into a straight jacket rather than easily standing still.
(using Blender 2.37 with exporter version 0.87 on Mac OS X 10.4.1 "Tiger")
I was working on my Claude character and have a really great root pose (gun hold, with breathing). I have also added IK Solvers for the hands and feet to make things easier.
Unfortunately, I found out that Blender calculates all the bone angles when associated with a Solver. The exporter requires that each bone contain the proper rotation and locations.
So, in effect, Claude looks like he's being put into a straight jacket rather than easily standing still.
(using Blender 2.37 with exporter version 0.87 on Mac OS X 10.4.1 "Tiger")
#2
How did you bake the anims?
Also, do you have a full IK setup for Claude 0.5?
10/21/2005 (12:13 pm)
Hi Scott,How did you bake the anims?
Also, do you have a full IK setup for Claude 0.5?
#3
10/21/2005 (12:46 pm)
Well, baking the anims turns out to be really ugly. It's not hard to do, but I think I had something messed up in the skeleton which prevented it from working right. When I get back to Claude, I'll look into it again. Right now, I'm looking into doing a motorcycle racing game. Fun!
Torque Owner Scott Coursey
Yellow Duck Software
But, at least it works.
Yay.