Received: from you.got.net by garcia.com (5.x/SMI-SVR4)
id AA00715; Sun, 7 Jan 1996 13:06:20 -0500
Received: from ace.got.net (ace.got.net [205.199.209.178]) by you.got.net (8.6.9/8.6.9) with SMTP id LAA26629 for <lightwave@garcia.com>; Sun, 7 Jan 1996 11:28:30 -0800
Date: Sun, 7 Jan 1996 11:28:30 -0800
Message-Id: <199601071928.LAA26629@you.got.net>
X-Sender: ace@mail.got.net
X-Mailer: Windows Eudora Light Version 1.5.2
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
To: lightwave@garcia.com
From: Ace Miles <ace@got.net>
Subject: Re: Parenting Bones to Objects and IK
content-length: 1335
Status: RO
X-Status:
At 12:42 PM 1/7/96 -0500, you wrote:
>I have been experimenting with IK in LW 4.0C/Intel. My objective was to make a
>creature (OK - an abstract dinosaur kind of guy...) using IK for the arms,
legs,
>and head, and then let the body bend based on the motion of the head. That is,
>as I would pull the goal object for the head, the head would rotate to follow,
>and then the body would bend to follow the head.
>
>So, I set up a head goal object (a null), a head null (for the end of the IK
>chain) and the head object. The head object is parented to the body, which is
>set to be unaffected by IK of descendants (or else there would be all sorts of
>crazy rotations of the body - although I did try to uncheck that box, and
limit
>the IK of the body to just full heading rotations to "follow" the head, but
that
>leads to other problems...).
Don't think you'll have much luck doing it this way. Try it the way the guys
at Will Vinton Studios did the M&Ms. They wrote a pretty nice article in the
VTU of all places (shouldn't it have been in LW Pro? It was extremely
advanced compared to a lot of articles in LWPro recently).