Grabbing joint rotations

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Grabbing joint rotations // Tech Forum

1  |  

Post by Igor K Handel // Aug 10, 2008, 5:35am

Igor K Handel
Total Posts: 411
pic
Continuing in my quest to find a way to automate a morphed muscle bulge. IE when I move arm IK the upper arm muscle bulges as the elbow joint angle decreases... but automated.


2 seperate parts are easy. Have got a bulge morph with a standard morph slider, on the upper arm that is ik driven. But the morph has to be manually set each time the arm is moved. Gotta be a way to link the morph to the rotation at the elbow joint.


In Le there are a load of attributes for the elbow joint showing, but NOT rotation. Interestingly If I select the joint then move the ik handle the Info panel for the object (IE right mouse on the arrow object icon) DOES show the joint rotation... So how to get those figures out to drive the morph.


Have attached 3.5 meg vid of how far I have got. IE I have custom rotate euler in LE and if connected to the matrix of bone, it WILL drive the rotations BUT there are major gremlins lol... It's do able I just feel it in my bones... Hmm no pun intended lol


But how?


IK


http://www.4shared.com/file/58495971/bc3d8ffd/GrabJointRot.html

Post by Electric Jim // Aug 10, 2008, 5:59am

Electric Jim
Total Posts: 98
Igor: Haven't yet watched your video, but a top-of-the-head thought: Would it be possible to calculate the rotation of the bone oneself by grabbing the positions of the joints on either side and performing a little geometry/vector math on them? If so, perhaps the result of that calculation could be used to drive the morph as desired?

Post by Igor K Handel // Aug 10, 2008, 6:18am

Igor K Handel
Total Posts: 411
pic
Jim ..


That would work, but ideally I am trying to come up with an easy method so that anyone can simply make their muscle morphs, add IK handle, and then simply load an LE premade gizmo between the two to automate the muscle. i reckon most character animators want to animate , rather than for every rig have to go into LE and Scripting bla bla.. I know I would :)


I have it that the morph works the IK works, anyone can already do that, but both are independant, would be nice to automate with simple LE connections.


OF course hooking up muscles to automated morphs has the added advantage of working the other way too. No more faffing with weightpainting and edge tweaking to get the perfect non collapsing armpit/ back of knee, just slap a morph of the corrected shape and hook through this LE / script. Now everytime the arm rotates the armpit gets auto corrected.


AND if it can be sorted, could be used to hook up a library of premade mouth phenomes for lip sync automation..


Who is this guy "Percy Verance" anyway


IK
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn