QUOTE(Daikath @ 05/15/09, 04:09 PM) [snapback]307806[/snapback]
I'll only need to key rotation values, so I hope it works well.
Yes but then the ik cant interwene without killing mayas performance
QUOTE
Anyways if you can elaborate on your method Joojaa I would greatly appreciate it, since its clear you know more then me and can prove me wrong
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Think of it thisway, when you now design in maya you have one network. However NOTHING says the network in use for the user and maya playback needs to be the same network and if so only the playback network counts for anything. So what you do is always when user changes time, disconnect the animation rig, and place a more lenient rig in place. Then once user does something maya goes ahead and replaces the data to the real rig.
The rig that is in place when you playback MUSTbe one way only or you'll curse the day you were born when you go to render. So please test rendering stuff with your rig also because when it comes to batch you might be way off. So test all controls animatability in batch render before you start to animate serious stuff. You wouldn't be the first one to assume render is easy and go under*. ![]()
Oh its better if your joints dirve ik as if they were fk because that makes for more predictable motion. And you can get perfect fk solution with just 1 extra key wheras the other way youd be keying those parts where you need ik extra much
*or burn out because of 120h weeks of render wrangling
This is by teh way WORSE.