Thread

IK handler position when pulling

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IK handler position when pulling // Bugs

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Post by Tiles // Jun 2, 2008, 1:19am

Tiles
Total Posts: 1037
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One thing that bugs me is that you can pull the IK handler completely out of the window. And it stays out of the window. This shouldn't be possible. The IK handler should at least with releasing the mouse button snap back to its original position where you have attached it to the bone. It shouldn't be necessary to search your handlers far away from your skeleton. Because that's where you need it, at the skeleton.

Post by frootee // Jun 2, 2008, 4:11am

frootee
Total Posts: 2667
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Tiles,


1) right click your IK handle.


2) Select the Panel Tab


3) Select the Firm handle checkbox


4) LMB-drag your IK handle. The handle now stays with your bones. In fact, you may very well end up dragging the entire skeleton and associated mesh.


The firm handle check box is documented in the Chapter 8 pdf document, page 56:

Post by Tiles // Jun 2, 2008, 6:37am

Tiles
Total Posts: 1037
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Thanks Frootee :)


Hmm, i don't want to change primary goal. Because this would mean that i can pull my skeleton out of position. This is in some cases welcome. But not in all. That's why there are two modes.


I just don't want to search for my IK handlers in the other end of the scene ;)

Post by frootee // Jun 2, 2008, 7:26am

frootee
Total Posts: 2667
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there are other items described on the same page which may help Tiles. You can use Full locks on the other body parts, to keep them in place, for example. Also reverse the IK chain group temporarily for the pose, etc.


But I see your point; I've had issues with that too; I'd move the IK handle in the perspective view, thinking I only moved it a little, then when I rotate the view, it's waaay of in the back somewhere. So then I have to put it back. The IK system takes some practice. :)

Post by Tiles // Jun 3, 2008, 11:16pm

Tiles
Total Posts: 1037
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Well, another nightmare connected to this is that you may end as in this shot. Now tell me, which handler is for what part :p
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