Search found 605 matches
- 20 Sep 2011, 19:07
- Forum: WIP
- Topic: Ice scattering shading
- Replies: 11
- Views: 3320
Re: Ice scattering shading
I like the old one , it looks more realistic.
- 07 Sep 2011, 06:11
- Forum: Open Discussion
- Topic: Funny as sh!t
- Replies: 3
- Views: 956
- 19 Aug 2011, 00:55
- Forum: News
- Topic: Siggraph 2011
- Replies: 107
- Views: 15488
Re: Siggraph 2011
Yeah, good news indeed - ogl viewport and stuff - and I'm actually glad that time and resources are not spent onto something useless for most of XSI users (sorry Actionart) but on things we all benefit regardless of our domain/industry we work on.
- 18 Aug 2011, 19:01
- Forum: News
- Topic: Siggraph 2011
- Replies: 107
- Views: 15488
Re: Siggraph 2011
The new method of selecting ranges of components is - excuse my lack of diplomacy - plain stupid. I don't care how many other packages have it, it simply can't beat the Alt-key combo. Double clicking is not faster than single clicking plus holding a key since the former needs to be executed in a seq...
- 10 Aug 2011, 07:35
- Forum: ICE
- Topic: PowerExtrude
- Replies: 2
- Views: 1023
Re: PowerExtrude
Very nice tool. Thanks.
- 10 Aug 2011, 07:12
- Forum: ICE
- Topic: LEGOification in ICE
- Replies: 34
- Views: 6747
Re: LEGOification in ICE
Inspiring stuff!
- 22 Jul 2011, 18:44
- Forum: ICE
- Topic: Aging Cobwebs compound
- Replies: 5
- Views: 2946
Re: Aging Cobwebs compound
F-ing brilliant!
Re: Arrays
OK, thanks. Anyway, I'll have to refresh my maths and data types&structures about arrays, matrices, vectors as of right now they're spinning around and confusions are bound to happen if I don't settle them down. Like for example a 4x4 matrix is a bi dimensional structure? It can represent coordi...
Arrays
Are (simple) arrays in ICE considered uni dimensional data type and are those 2D like 2x2 matrices?
Is there any way of defining 5+ dimensional data structures? Matrices are 4x4 maximum in ICE.
Is there any way of defining 5+ dimensional data structures? Matrices are 4x4 maximum in ICE.
- 19 Jul 2011, 06:03
- Forum: Rigging & Face Robot
- Topic: Rot limit and IK
- Replies: 13
- Views: 2138
Re: Rot limit and IK
Please explain.
Most probably I'll use lots of controls and constraints as the limb I'll have to rig is a spider leg with six bones - 2x3 or 3x2 chains. Btw, do you think it's better to have 2 chains with 3 bones or 3 with 2? Or maybe only one 6 bones chain?
Most probably I'll use lots of controls and constraints as the limb I'll have to rig is a spider leg with six bones - 2x3 or 3x2 chains. Btw, do you think it's better to have 2 chains with 3 bones or 3 with 2? Or maybe only one 6 bones chain?
- 17 Jul 2011, 03:37
- Forum: Rigging & Face Robot
- Topic: Rot limit and IK
- Replies: 13
- Views: 2138
Re: Rot limit and IK
I just gave you a script that reproduced the changes I made in my scene. Select the 2nd bone and hit enter to bring up its Property Page. Look for the "Rotation Limits" tab. There you can adjust those limits on the bone. Change the min/max to suit your needs. Also you should enable the vi...
- 17 Jul 2011, 02:57
- Forum: Rigging & Face Robot
- Topic: Rot limit and IK
- Replies: 13
- Views: 2138
Re: Rot limit and IK
Alright EricTRocks, that works. :) Thanks! I need the limit to act when the bones come closer to each other not when they're spreading apart. What should I modify? I know nothing of Python but I have some C and C++ training so O'll play wiht it maybe I'll figure it out. But you do tell in the meanti...
- 17 Jul 2011, 02:51
- Forum: Rigging & Face Robot
- Topic: Rot limit and IK
- Replies: 13
- Views: 2138
Re: Rot limit and IK
you can just try this, create cube, create direction constrain to null, use another null as an up-vector. Move nulls, and you'll notice the difference. hopefully a famous Isner's page about rotations is still alive. I know about rotations man, but thanks for the info anyway. I'm not sure that you u...
- 17 Jul 2011, 02:29
- Forum: Rigging & Face Robot
- Topic: Rot limit and IK
- Replies: 13
- Views: 2138
Re: Rot limit and IK
you must have a different XSIEricTRocks wrote:Setting rotation limits on the 2nd bone works for me.
that or you didn't read this thread carefully
edit: OR I'm stupid as it turns out if you continue reading below
- 16 Jul 2011, 23:13
- Forum: Rigging & Face Robot
- Topic: Rot limit and IK
- Replies: 13
- Views: 2138
Re: Rot limit and IK
Can you elaborate on that a little please? What target and what do you mean by "swap"?Mathaeus wrote:if you 'swap' up-vector and target, you'll get 'one axis constrained rotation
- 16 Jul 2011, 20:32
- Forum: Rigging & Face Robot
- Topic: Rot limit and IK
- Replies: 13
- Views: 2138
Rot limit and IK
Is there a way to impose rotation limit on local Z axis of the 2nd bone in a normal limb (2 boned arm/leg) when animating in IK? For FK this is very straight forward on the kinematics ppg of the bone, but what about IK? Putting a rot limit doesn't help when you're doing IK so what do you think, shou...