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Ik Arm Popping
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  • Location: Eugene, Oregon
  • Total Posts: 74
  • Joined: 26 August 2006 02:43 AM

We just received several hundred files from a mocap shoot that were retargeted with the mocap data.

We have been cleaning up those files and have started to come across some weird issues with the control rigs.

In some of the files if we drag any of the ik hand controllers it makes the entire rig pop, including the selected controller. It is acting as if there is another set of controls that influence them, but i have scrubbed the entire scene and cannot find any evidence of what might be causing it.

This affects the entire character and makes it near impossible to paste poses, or do anything with the character. I realize it would be hard to diagnose this without the file, but is there anything that anyone has run in to before that may cause this?



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It would appear that it is the arm twist bones, if i removed them from the characterization the double solving issue disappears. However, all the animations have already been plotted to the skeleton with these twists applied, is there a way to make it “forget” about the twist bones in the animations besides removing all the keys on the twist bones?



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I can’t imagine what the twist bones would be doing to the rig but you could try a few things, one would be to turn off the roll extraction option on the character and or- switch it to absolute vs. relative and see if you get a solve you expect (then animate /adjust the absolute roll) ugg.

The other option would be to check the twist joints and see if there are limits or some other rotation issues that would be causing a solve issue.

all else fails, blow a way the rigs and create a new ctrl rig/ load all the animation on the skeleton and then replot the character rig from the raw skeleton data.

Author: Brad Clark

Replied: 07 January 2011 03:54 PM