Floor pinning

IvyIvy Posts: 7,156
edited August 2015 in Product Suggestions

I am sure this may have been asked before. But I would like to ask a request for someone to invent away to make a simple floor pinn so as to pin a characters feet to aset level that you can set as the floor level its be great if you could make it so it works in angles as well for stairs and hills climbs.

I would be in love a tool that would allow me to pin my characters to the floor during a animation cycle.  because it can sometime sbe very furstrations to almost have your hand keyframed animation cycle done to only find out that you have a character's feet  drop below the floor level, which if you try to correct it can only make it worst. so a floor pinning tools would be the bomb..

Post edited by Ivy on

Comments

  • nicsttnicstt Posts: 11,714

    Ctrl D is useful with G3 for getting the model placed; seems to work better - at least in my experience - then with other versions. It doesn't guarantee they stay that way, but I find it useful to hit it and the vertical movement gives me a quick visual indication of how much they are out; I don't however do much animation.

  • JD_MortalJD_Mortal Posts: 758
    edited September 2015

    Tip: Use the BONE TOOL, and lock the foot bones, and/or the lower leg.

    Tip: Don't use IK

    Tip: Reduce IK damage by moving the HIP directly over the OBJECT axis... (The axis that moves the whole model, which is not the hip, the parent. Make the hip axis perfectly matched to that axis by dragging the hip down to it, before you ever move the model.)

    Tip: Request that Daz fix the IK, so it functions as expected. It is attempting to determine where the feet should be, by calculating in reverse, from the hip, which is difficult to do without quaternion rotations. Daz uses old-school axis rotations and has incorrect counter-correction values setup for the reverse calculations needed to "put the feet back", after altering bones below the hip. Since the hip moves the whole model, as does the parent rotation node/axis.

    Quaternion rotations don't depend or care about the objects original rotation, when rotating them from whatever position they are "now in". Once rotated, you can keep rotating it by the way it is facing you, instead of being locked to axis-rotation of the original 0,0,0 orientation. However, axial rotations, have to be undone, then redone, to simulate IK correctly, which leads to gimbal-locking and explosive collapse rotations with IK formulas. (The pretzel effect when rotation-hell can't calculate correctly, twisting models into geometric pretzels.)

    Resources, if you are bored... It's not all Daz's fault, much is just limits of the choice selected for rotations/animation.

    This will make you head spin, before it turns you into a pretzel... https://en.wikipedia.org/wiki/Gimbal_lock

    This will make you head spin correctly, before it explodes... https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation

    This is the "real IK" that non-quaternion rotations try to "simulate"... https://en.wikipedia.org/wiki/Dual_quaternion

    dual quaternions is a Clifford algebra that can be used to represent spatial rigid body displacements.

    IK, the old methods, for robots... Made difficult by programers, making things difficult for robotics, what should be simple triangulation of distances of three points in space... xD

    https://en.wikipedia.org/wiki/Inverse_kinematics

    Ok, time to deflate... Hope the tips work for you. 

    Post edited by JD_Mortal on
  • I think my brain has gimbal lock after just glancing at the wiki. I like the word gimble though

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