QUOTE(Joojaa @ 09/29/05, 09:10 PM)
i beg to differ. Theres absolutely nothing taht can lock or flip in athe extra bone setup since theres only one rotation thats takeing plce on that bone so theres no possibility of this here. The last joint is not part of th ik ionb anyways so you couldnt use iks twist eiter just straight kaying of its rotation. And theres no need to lock anything.
And no theres no use for the iks twist attribute.
Now the only problematic joint is the shoulder joint wich has the possibility of gimbal lock on the evry extreme poses of very extreme characters. but theres not much you can do about that.
And the iks ofset is not all that problematoic in my experience atleast i havent noticed any problems. Especialy if i do it with reverse foot typr of thing! tough thats not neccesery. Gnomon used to have a tutorial on the simple way on the net.
Offcourse the controll wont gimbal either if the rotation order is correct becasue it only rotates in 2 dimesnions!
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I use a similair setup with several bones for both the upper and lower arms. I find that it is difficult to know exaclty which rotation order to use. Any advice on decifering that correctly. I use an expression with multipliers and a compensation rotating object just in case, but I always rin into flipping. Generally, Iuse Z as the axiz pointing down the bones and the x in the perpendicular horizontal plane then set
the rotation order to ZXY. Any ideas? I like the idea about vectors, this is the only completely fool proof method, as you end up losing a rotation somewhere along the way.
thanks for the thoughts
sheriff