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 Post subject: ICE Tutorial - IK (Inverse Kinematics)
PostPosted: 30 Sep 2011, 02:22 
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Just finished the video..will post it once its done encoding.

Here it is, an intro to ICE IK.


Comments/Suggestions welcome.

-TS-


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 Post subject: Re: ICE Tutorial - IK (Inverse Kinematics)
PostPosted: 30 Sep 2011, 16:44 
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Thanks (for the other videos as well)! :-bd

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 Post subject: Re: ICE Tutorial - IK (Inverse Kinematics)
PostPosted: 02 Oct 2011, 23:44 
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I'm not 100% sure, but the way you do it by assigning the kine.global directly isn't a good way. You should rather write the transforms to an attribute and each bone assigns its kine.global by itself by looking up the transforms. The way you present it will lead into problems sooner or later on a rig.


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 Post subject: Re: ICE Tutorial - IK (Inverse Kinematics)
PostPosted: 03 Oct 2011, 15:56 
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I plan on doing a spider rig tutorial next.

:-o :-ss


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 Post subject: Re: ICE Tutorial - IK (Inverse Kinematics)
PostPosted: 03 Oct 2011, 16:19 
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Looking forward to it... ^:)^
If you're planning something elaborate,
maybe you might want to share some scene file as well...

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 Post subject: Re: ICE Tutorial - IK (Inverse Kinematics)
PostPosted: 03 Oct 2011, 16:39 
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Hirazi Blue wrote:
Looking forward to it... ^:)^
If you're planning something elaborate,
maybe you might want to share some scene file as well...


I'm still researching it, and I may pop out some videos from those results first before actually doing the spider rig video.

Like, I need to find out how to include a neutral pose into the FK/IK blending, and also what role the StaticKineState plays in all this.


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 Post subject: Re: ICE Tutorial - IK (Inverse Kinematics)
PostPosted: 03 Oct 2011, 17:21 
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Joined: 19 Sep 2010, 11:28
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I recommend to watch the videos for the rabbit rig before you head on doing your own tutorials.


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 Post subject: Re: ICE Tutorial - IK (Inverse Kinematics)
PostPosted: 03 Oct 2011, 17:37 
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Pancho wrote:
I recommend to watch the videos for the rabbit rig before you head on doing your own tutorials.


Thanks Pancho. I have watched the rabbit rig tut, and I didnt like it. The fact that you have to manually keep track of relationships thru ID's on custom properties is suicidal. I'll admit, I stopped watching it when he started running the scripts to set the ID's. That approach just seemed so brittle to me.

Since ICE is modular, there are various methods of achieving the same functionality. I believe that's why the ICE Kinematics docs says..

Quote:
There is no universal recipe for making a rig. Each rig is a response to specific production needs. ICE provides great flexibility in this regard.


As read here: Ice Kinematics - ICE Rigs

As to the free tutorials, I'm more than happy to refund your time spent viewing them.

B-)


Last edited by TwinSnakes007 on 03 Oct 2011, 17:50, edited 1 time in total.

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 Post subject: Re: ICE Tutorial - IK (Inverse Kinematics)
PostPosted: 03 Oct 2011, 17:48 
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You didn't understand the way it works yet properly. There's nothing you need to manually keep track of. The IDs work in the background for you. You never assign them directly or need to know them. That's automatically done with the script. And if you add new bones, you run the script again and nothing gets screwed up.

Your way of assigning kine.globals is pretty bad, as it prevents you from using groups and you always need to reference each envelope on its own. For tails, ears, fingers, that's a horrible way of doing these things.

As much as I like tutorials and people who are willing to spent time into making these, there's no point to make tutorials as long as you don't have a solid knowledge on what you are doing. Dig deeper first and I'll be happy to get new input from you. Otherwise you'll lead newbies in the wrong direction and that's not helping anybody.

Cheers


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 Post subject: Re: ICE Tutorial - IK (Inverse Kinematics)
PostPosted: 03 Oct 2011, 17:49 
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Joined: 19 Sep 2010, 11:28
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Dead link!


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