Seems no one is here, but still ask...
bone C [position constraint] to null B
B [child of] A
I need C rotation to drive A rotation.
Technically its a cycle, but logically A drives(via B) only location of C, not rotation, so theoretically it can be easily solved.
Maya can do this, blender can do this. Any help with Softimage?
Please help to eliminate cyclic dependency
-
wesserbro
- Posts: 177
- Joined: 27 Oct 2012, 16:05
Please help to eliminate cyclic dependency
You do not have the required permissions to view the files attached to this post.
-
julius
- Posts: 248
- Joined: 12 Jun 2009, 08:56
Re: Please help to eliminate cyclic dependency
You can put an expression in the "A" rotation kinematic, based on the "C" one
-
wesserbro
- Posts: 177
- Joined: 27 Oct 2012, 16:05
Re: Please help to eliminate cyclic dependency
Thanks, Julius, it works, but... not always. If i select C and set some keys - its good (for manipulating and playback both), but if i select A or B it breaks
Then I can go back select C, and until i set another key it remains broken.
-
Mathaeus
- Posts: 1778
- Joined: 08 Jun 2009, 19:11
- Location: Zagreb, Croatia
Re: Please help to eliminate cyclic dependency
Once you draw a bone chain, SI automatically creates IK solver, too (or, keeps the thing involved), so, it does not allow such things in advance. Blender and Maya don't create IK solver automatically. If you want to get Blender and Maya behavior, *maybe* you'll be able to get it with a hierarchy of plain nulls, instead of bone chain. Most likely not, if SI evaluates the entire transformation by object , not by SRT component. 'Entire transformation by object' sounds more logical for my taste.wesserbro wrote: I need C rotation to drive A rotation.
Technically its a cycle, but logically A drives(via B) only location of C, not rotation, so theoretically it can be easily solved.
Maya can do this, blender can do this. Any help with Softimage?
Last edited by Mathaeus on 17 Jun 2015, 10:43, edited 1 time in total.
-
wesserbro
- Posts: 177
- Joined: 27 Oct 2012, 16:05
Re: Please help to eliminate cyclic dependency
HI, Mathaeus! In my scene bones are just two separate bones, not a chain. Anyway, with nulls it isn't stable either.
Sometimes its completely good, sometimes its a bit of lag, and sometimes its totally broken, so probably its the "entire SRT as a whole" thing you'v mentioned...
P.S: too pity, im trying to rig a shoulder, where upper arm should drive the rotation of a scapula but still should be parented to it. And adding separate control object to drive both of them seemed to me not very elegant idea.
Sometimes its completely good, sometimes its a bit of lag, and sometimes its totally broken, so probably its the "entire SRT as a whole" thing you'v mentioned...
P.S: too pity, im trying to rig a shoulder, where upper arm should drive the rotation of a scapula but still should be parented to it. And adding separate control object to drive both of them seemed to me not very elegant idea.
-
julius
- Posts: 248
- Joined: 12 Jun 2009, 08:56
Re: Please help to eliminate cyclic dependency
can you provide an exemple of the behavior you're asking for ? (video capture within maya or blender)
I'll give it a try.
I'll give it a try.
-
Mathaeus
- Posts: 1778
- Joined: 08 Jun 2009, 19:11
- Location: Zagreb, Croatia
Re: Please help to eliminate cyclic dependency
It's looking like time to runwesserbro wrote:HI, Mathaeus! In my scene bones are just two separate bones, not a chain. Anyway, with nulls it isn't stable either.
Sometimes its completely good, sometimes its a bit of lag, and sometimes its totally broken, so probably its the "entire SRT as a whole" thing you'v mentioned...
Code: Select all
CycleCheck ();-
wesserbro
- Posts: 177
- Joined: 27 Oct 2012, 16:05
Re: Please help to eliminate cyclic dependency
hi Julius. Here is a blender screencap:julius wrote:can you provide an exemple of the behavior you're asking for ?
scapula consists of 3 bones just to resemble real scapula shape.
purple color on a rotZ channel of a scapula means a driver. Expression: var/3, where var = upperarm.rotZ
You can see a behavior for manipulation, but it's as smooth at playback. While in XSI it can be normal during manipulation, but breaks on playback.
Hope you understand whats going on
-
julius
- Posts: 248
- Joined: 12 Jun 2009, 08:56
Re: Please help to eliminate cyclic dependency
ok, I better see what you need.
I tried with a 3D chain and an expression like I suggested you, and I have no problem. It works well during playback too.
I tried with a 3D chain and an expression like I suggested you, and I have no problem. It works well during playback too.
-
wesserbro
- Posts: 177
- Joined: 27 Oct 2012, 16:05
Re: Please help to eliminate cyclic dependency
Who would think that it should work for a chain, but not working for separate objects and bones? Not me ))
So much noise from me! ))
Sorry, it actually works fine for a 3d chain.
Thanks again, Julius!
So much noise from me! ))
Sorry, it actually works fine for a 3d chain.
Thanks again, Julius!