Inverse kinematics & attachment of character bones
r11vv
Posts: 5
In DAZ Studio, for animation (inverse kinematics), soft attachment of character bones is used with the Pose Tool (Pinning Options Menu). But with the strong movement of other parts of the character, the attachment does not work. Locks for blocking (rotation, movement) also do not solve the problem, since everything happens relative to the body of the character, and not relative to space.
How to attach the selected bone absolutely, rigidly, relative to the space, not the body ??
Comments
Is it possible to do this with the help of scripts or editing the files of saved key positions on the timeline ??
Two words for you:
FORGET IT .
Despite what they call it, Daz studio has no IK solver
for foot pinning& terrain contact at this time.
We are hoping this will change soon but as of now,
no ... actually not possible.
Dear wolf359!
Thanks! I will see for sure. But I am distressed. After all, technically it is easy to do.
I would diagree that it has nothing - but it is true that it has no parentable targets.
mCasual has several scripts to assist in doing these kinds of things. mcjAutoLimb and many others. Look at his page at: https://sites.google.com/site/mcasualsdazscripts/
Trust me
I have tried every "Squiffy Mason handshake"
to try to emulate IK foot & hand terrain contact solving with the "pins"
in Daz studio ,even with the various Mcasual scripts.
Now Yes.. if you "pin" the feet and use the puppeteer nonlinear pose to pose system
and the in viewport translation tools (NOT the parameter sliders!!),
to VERY carefully lower the figure down on the Y axis and record a pose
and VERY carefully Raise them up or move them laterally and record a pose
you can create the "appearance" of the feet being constrained to the floor for a very simple
"Dance in place" animation or similar.
However any major root locomotion of the hip/body and those "pins"
snap like a strand of over cooked angle hair pasta.
And IMHO manually fixing the feet for every frame is a masochistic exercise in self flagellation.
certainly not worth my time.
Thanks!
I will use a puppeteer to check your instructions.
Basically, I learned how to manually glue a part of the body to the space using tricky manipulations with the sliders and entering numbers into the parameters. But this is masochism, you are right. And it looks pretty silly))). So as not to twitch the knee (attached with a pin), for example, you have to work half a day, make trial options, calculate the right angles and turns of the thigh and leg of the leg for each movement-rotation of the pelvis and the movements of the Hip!
///
This can also be arranged as a separate plugin, which will then appear in the DAZ shop
The instructions for the mcasual script seem to be for an earlier version of daz studio, where does the script get extracted to and how do I execute it?
Just unzip and copy it anywhere in your library (\scripts). There are two scripts that are useful: AutoLimb (the 2015 script works with 4.12) and KeepOrient (the DS3 version still works in 4.12 as well). mcasual has made a tutorial using it too.
The latest 2019 version merged the AutoLmb and KeepOrient into one script
Sorry for asking but where is the 2019 version of autolmb and keeporient?
I have only found an, apparently, 2015 version
Since this discussion popped up from april 2, I'd add that 4.12 provides ik chains to lock ik-targets in animation. There's a bug when saving the scene that seems to loose the ik chain stability though. It's been reported to the daz team and actually there's no news of fixing it.
https://www.daz3d.com/forums/discussion/357776/ik-chains-explained
https://www.daz3d.com/forums/discussion/359821/ik-chains-bug-ticket-submitted
OH! thank you so much for the lead, I mean, I don't even think saving the ik chain would be an impediment because for a production, at least until it's stable, I could just save the relevant keyframes per frame before I close the project.