06-03-2004, 07:40 PM | #1 |
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Location: Scotland
Posts: 113
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IK-Chain not deforming mesh
I just created my first IK chain in layout, as it was a test I just created a simple tube with 3 bones. Firstly I created a null called ikchain, then used '=' to add three child bones, upper-arm, lower-arm and hand.
I added a goal null, and set the hand bone to use this as the goal object. I set the hand bone to use full time ik and also to keep the goal within reach. Lastly I set inverse kinematics on all the bones and then made them all active. But when I grab the goal null and move it about it only moves the bones, the mesh doesn't deform. What am I missing? |
06-03-2004, 10:12 PM | #2 |
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Join Date: Oct 2003
Location: Scotland
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hmm, this seems to work fine when i set up the bones in modeler as skelegons and convert them. But not if i just try to add them in layout.
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06-03-2004, 10:34 PM | #3 |
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Join Date: Jan 2003
Location: Utah
Posts: 135
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If you add the bones in Layout, you have to make sure you make the bones active. Go to the bones properties and you will see a check box that says something like "Bones Active". Check that and it should work.
__________________
Yeah! er... umm... I mean... um... Yeah! |
07-03-2004, 03:22 AM | #4 |
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Join Date: Jan 2004
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also you gotta change the in the object propreties panel to after bones , after morphs , to last thats what i do
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