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Introduction |
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Getting a grasp on Pixels' IK tools can be disconcerting to
new users. The purpose of this tutorial is to clear up some
common misconceptions, and to give you a better understanding
of the IK.
This tutorial
requires:
Pixels3D
| studio | v3.x
Understanding
of Pixels3D | studio Basics
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Getting
Started: Create a Cylinder |
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Create a Default Cylinder.
Rotate it 90 Degrees on the x-axis, and park it.
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Create
an IK Chain |
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Choose Shape>IK Chain.
Click just Above the Cylinder, then in the center of it, then
just below it. Press the ESC Key to complete the chain.
When prompted, give it a name, or accept the default.
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Link
the Cylinder to the IK Chain |
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Change the Right View to Schematic View.
In the Schematic view, select the Cylinder, then Shift-Select
the root of the IK Chain (IKChain_root).
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Choose Control>Link and accept the default link options.
The IKChain is now the parent of the cylinder.
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Why
won't my Cylinder Bend? |
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Select IKChain_jnt2, and move it around. Notice the
Cylinder is only conforming to the angle set by the first segment
of the chain. Why? By linking the cylinder to the root of the
chain, we are telling Pixels to link every CV of the Cylinder
to the first segment.
Undo any movement so that the cylinder is vertical once
again.
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Link
the Lower CVs to the 2nd Segment of the IK Chain |
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Select only the Cylinder.
Enable Tag mode, and tag the lower portion of the Cylinder.
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| Shift-Select
IKChain_jnt1, and choose Control>Link. |
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| Accept the Default
Link Options. |
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Yay,
It Bends! |
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The lower CVs are now linked to the 2nd Segment of the IK Chain.
Note: You can link any CV of any object to
any IK Segment in the scene. Simply use the above step. This
is where the real power of the application becomes apparent.
Multiple IK Chains can be used for a single object, or Multiple
Objects can be linked to a single IK Chain; It's all up to you.
Move the last IK Constraint once again, and notice the cylinder
bends, but is very rigid..
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IK
Weighting |
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In the Point Info window, there is a slider to control
the weight ( influence ) the IK chain has on every individual
CV. IK Weights are used to achieve more organic flexing of objects.
Think of the weight value as a rigidity setting, whereas 0.0
is completely unaffected by the IK chain, and 1.0 completely
enslaves the CV.
We can set the weight for every single CV individually, by
selecting the CV, and dragging the IK Weight Slider;
however this is very time-consuming.
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Faster
IK Weighting |
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Tag mode can be used to set the weights for several points
at once. Simply tag the points, and drag the slider in Point
Info.
The image on the right shows a very basic weight layout. The
object should soften & 'give' a little at the joints, and
gradually taper to rigidity in the middle of the IK segments.
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Rotation |
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When a patch is child to an IK Chain, the segment of the chain
essentially becomes a rotation axis for the patch.
As an example, by selecting IK_Chain_jnt1, and rotating it
on the Y-Axis, the portion of the cylinder linked to this segment
will rotate on the Y-Axis, even though the segment is arbitrary
to the main axes.
If the cylinder was an arm, the rotation of the IK constraint
would create wrist-twist.
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Transforming
the Entire Chain, or Chains |
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Now, the important part -
Let's say this cylinder is a character we're going to animate.
In its current state, we would run into problems trying to move
or rotate the entire character ( flips, spins, complex motion,
etc...).
To avoid these complications, we will create a new coordinate
system strictly for the character.
How do we do this? Simple, use a Null.
Choose Shape>Null.
Scale is up until it is larger than the character, then
Park it. This makes it easier to select in the views.
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Link
the Character to the Null |
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In the Schematic View, Select the IKChain, then Shift-Select
the Null.
Choose Control>Link, and accept the default.
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| Pixels will prompt
you with a dialog asking if it should also link the associated
IK Constraints. Click YES. |
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What
Just Happened? |
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The IK_Chain's Coordinate System is now derived from the Null,
not the scene. Therefore, we can do any arbitrary rotations
of the entire character without the scene's up-vector mangling
the IK Math and playing twister with the character.
Remember, to move the Entire Character, move only the Null.
To move or rotate any part of an object linked to an IK Chain,
only move or rotate the IK_Constraint.
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Practice,
Practice, Practice.... And Experiment |
Using the methodology outlined above, to create some IK'd
object of your own. Focus on correct linking, and convincing
weighting.
Have fun!
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