True IK in DS - How?

Doc AcmeDoc Acme Posts: 1,153

I've been searching on how to actually use IK in DS and I keep finding anything but.  I found one by Jay Versluis but doesn't address what I'm needing.

Basically, I'm wanting a character on a motorbike to maintain his grip while his upper body bends & leans forward.  I set up IK Chains on the bikes handles and that works if I move or rotate it, but NOT if I bend or move the character. So it's not really IK.

I suspect there's simple a step I'm not knowing regarding pinning & nulls and perhaps more, but I can't find that info.

Anyone?

Comments

  • benniewoodellbenniewoodell Posts: 1,986

    The only way I know to do it is to click on the right and left hands and feet and go to create ik chain, then click on the ik and go into parameters. Scroll down to where you'll see two subsequent boxes with off and click on and then you can move the hips and the hands will stay put for the most part. The Daz rig will still move the limbs around no matter what you do. To alleviate some of the unwanted movement you'll have to turn the keys in between the key poses to linear and it sometimes helps. 
     

    What might work for what you want to do too would be to create a null object by the handlebars and parent it to the handlebars and then parent the IK of each hand to the null object. That might help love the hands if the handlebars turn. But either way, once you set up the ik for the hands and feet, you can move the hips and it should do what you want. 

  • Doc AcmeDoc Acme Posts: 1,153

    I'll play with it some more.  A bit fiddly for something that's generally simple.

  • benniewoodellbenniewoodell Posts: 1,986

    Doc Acme said:

    I'll play with it some more.  A bit fiddly for something that's generally simple.

    100% agree. I just animated a shot where two people had to pick up someone in a wheelchair for somebody. Had IK on and everything and I still had to go frame by frame and see where the feet were still moving through the floor and then, of course, nothing stays where it should so they're dancing around and then the shot has to be somewhat at an overhead angle which means I can't hide anything. They want it rendered in Daz so I can't go into Blender and make it look perfect. I'm patiently waiting for the Daz to Blender Bridge to support exporting animation keyframes from Blender back into Daz like the Maya bridge has. Diffeomorphic already has the capability but only for the regular skeleton in Blender, not one set up with IK so that doesn't help. 

  • takezo_3001takezo_3001 Posts: 1,997
    edited May 2021

    Here's to hoping Daz studio 5 will have a functional IK system... though we have to progress past the multiple years-long betas first!

    (I kid, I kid!)

    Post edited by takezo_3001 on
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