in the moderately close time horizon - mcj_i_k - arms and legs pose helper

mCasualmCasual Posts: 4,607
edited July 2015 in Freebies

the idea is this : you select a hand, run a script, a null node appears at the position of the hand

now, each time someone moves the null node, a mysterious entity ( a callback ) re-poses the arm so that the hand reaches the target

Post edited by mCasual on

Comments

  • mCasualmCasual Posts: 4,607

    oh no it's a tragedy !!! the new forum doesnt accept animated gifs as attachments, 

     

  • StratDragonStratDragon Posts: 3,168

    mCas, you need to stop using "soon" - "Soon" has a bad connotation here and your work turnaround from conception to completion is pretty quick.

    I suggest the following "sooner than soon", "practically in your runtime or "Lickey-split"

    anyway thanks again for cool stuff!

  • LimunLimun Posts: 182
    edited July 2015

    Thank you Casual

    EDIT:

    Btw.i dont see link for download, but i know where to find it..i memorised your site

    Post edited by Limun on
  • SkelchSkelch Posts: 275

    you create such awesome stuff!

  • mCasualmCasual Posts: 4,607
    edited July 2015

    so it's somewhat related to mcjAutoLimb and mcjAutoLimb2014

    but it's "live"

    if you know mcjAutoLimb, you know it's for arms and legs only

    ( and can save you hundreds of animation work hours per year, really you need it )

    the "targeter could be a foot, toes, or something parented to a foot

    and it could be a hand, finger or anything parented to a hand, like the point of a sword even!

    mcj_i_k will add pose-solving for trunk nodes!

     

    example 1, you parent a node to Michael's nose tip,

    using mcj_i_k you'll be able to pull his head by the nose

    the head Joint's Bend control will serve as a length adjustment for the neck-to-nose length

    and the neck joint orientation will serve to "point" the neck-to-nose vector to the target

     

    example 2, you make Michael's head the "targeter", so you can pull him by the head.

    The neck  Bend control will serve as a length adjustment for the chest-to-head length

    and the chest joint orientation will serve to "point" the chest-to-head vector to the target

     

    note that this is a pose tool, i dont know yet if i'll add animation features ( or if it can work for that purpose as-is )

     

     

    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607

    By the way i have a Blog and a deviantart since about July 1st and i plan to add something everyday for years and years

    http://mcasualjacques3d.blogspot.ca/

     

    here you can see i parented a red ball to Amy/Aiko3's head

    the neck and head joints are used to do the pose-solve

     

     

  • mCasualmCasual Posts: 4,607
    edited July 2015

    another example

    the red ball is the targeter and is parented to the head

    the neck-bend helps set the chest-to-ball length ( so that it matches the chest-to-target length )

     

    the chest orientation ( side-side too! ) helps "point" the chest-ball-vector toward  the target

    http://2.bp.blogspot.com/-EoVMPtbPtss/VZ7ozpZwqbI/AAAAAAAABeQ/emvBs33rqEc/s1600/necki.gif

    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited July 2015

    here you can see that the "target" node has a payload

    it remembers which node to bend ( LimbHinge ), in this case the neck

    which node to re-orient ( LimbRoot) , it was the chest, but the user can change it to the abdomen or hip

    and it remembers that the red Sphere ( Targeter ) is the object that it must strive to move to the target location

     

    ----

     

    in other news i did test it for animation purposes and it works

    i animated the target node

    then i stepped through 30 frames 1 by 1

    the script adjusted the pose for each frame thereby keyframing those poses

    then i deleted the target node

    so i obtained an animation !

    ---

    release possibly tomorrow

    possibly being a cleverly elastic promise ! :)

     

     

    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited July 2015

    tomorrow, there should be a release = but i think its another forum thread! 

    for a change i did something with genesis!

    well AIko5

    but it's not the usual A3 

     

    Post edited by Richard Haseltine on
  • mCasualmCasual Posts: 4,607
    edited July 2015

    so as i was saying ... today we'll have mcjAimAnim

    which just re-orients a joint to solve an Aim, 

    it will work for Pose work

    and it will work for animations

    but the thread for mcjAimAnim is here

    http://www.daz3d.com/forums/discussion/59188/later-today-1-of-2-mcjaimanim-target-targeter-rotator-animate#latest

     

    Post edited by mCasual on
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