IK question??
by Michael Bacon · in Artist Corner · 08/10/2007 (3:44 pm) · 2 replies
New User to Torque 3d, looked around but only found old references to IK support in 2004.
I am using Maya, does torque have any kind of IK support in yet for character animations?
Any resources some fine person around here might be able to point me too? :-)
thanks...
I am using Maya, does torque have any kind of IK support in yet for character animations?
Any resources some fine person around here might be able to point me too? :-)
thanks...
#2
This means your IK keyframes are saved even If your IK controllers arent.
Thats what you do in max anyway.
You just put the appropriate names under these headings in the config file....
Alwaysexport:
Neverexport:
Using wildcards is allowed aswell.
Meaning IK* under never export would cull anything starting with IK.
Vice versa *IK would cull anything ending with IK.
08/16/2007 (2:12 pm)
Basically what you do is animate with IK as normal and then cull the IK controllers on export in your config file.This means your IK keyframes are saved even If your IK controllers arent.
Thats what you do in max anyway.
You just put the appropriate names under these headings in the config file....
Alwaysexport:
Neverexport:
Using wildcards is allowed aswell.
Meaning IK* under never export would cull anything starting with IK.
Vice versa *IK would cull anything ending with IK.
Torque 3D Owner Affectworks
You can use IK's fine when you are animating, but the exporter will only look at bone positions. So.. to answer your question... yes, but not really? :)
Fredrik S