Hey Marco, Thanks a lot for making the video really great. The question i have is not exactly relevant to this videos, I am trying to Make Full Body IK Rig in Maya same as unreal. so when i move the hand ik ctrl, the whole body should follow (not just shoulder and elbow rotation), what do you think will be good approach, can we add more driver transforms and add stiffness to some of the child so shoulder and elbow rotates first and then move the shoulder. Thanks A Lot in Advance.
@thomaslisle79792 жыл бұрын
Ciao Marco. many thanks for this great tutorial. my locator doesn't seem to be sending into to the matrix node ! any idea what I could be doing wrong many thanks thomas
@MarcoDAmbrosTDTutorial2 жыл бұрын
it's difficult to say without have a scene or an example that I Can look. could be the type of matrix you plugged (to be safe, double check that you are plugging the worldmatrix). start simple, try to clean up everything and just input -> output the matrix and see what's happening just to be sure everything works fine. keep in mind bifrost compute only if "there is an output" so if you connect your matrix without any output bifrost won't evaluate your graph, if you see my example I always keep something connect with the output (or terminal) while I'm working so I can check my progress step by step. please let me know if you are able to solve o let's catch up to see what's going wrong.
@thomaslisle79792 жыл бұрын
@@MarcoDAmbrosTDTutorial hey many thanks I will go back and see if I can find the problem cheers
@duncanrudd3482 жыл бұрын
Thanks for sharing this Marco - really nice technique. I was wondering - is there a way to add some follow through to the chain? So when the target stops moving, the elements have some inertia.
@MarcoDAmbrosTDTutorial2 жыл бұрын
Hi Duncan, yes there is. there are different way to approach, at the moment the "trigger" is the force evaluation of the node by the change of our goal transform, even if it's possible to add the inertia I don't suggest to go in that direction. when I add this sort of "physic" attributes I use the "time" (frame) as trigger, so the iteration that you see me do in the video are triggered by the change of frame (difference with the previous frame). what you have to do (as the same idea of what I did with the collision) you can add an extra step after the point position (you can even write it inside, but I find cleanest dev in separate areas) where you add any forces you need, (allow me this definition) forces are "movement" in a certain time, so we know the time (thanks to the change of frame) what we have to do is to add extra vectors to my point position. in case of the inertia you know the point movement (prev position -> actually position), normalized and multiple by the "speed" that you want to give (plus in the multiplier you can add other variables like mass) or other way around you can reduce your inertia vector by any resistance. so there are few options, I hope I gave you some idea to explore. let me know how is goes :)
@duncanrudd3482 жыл бұрын
@@MarcoDAmbrosTDTutorial Thanks for the tips Marco. I had a play with something fairly similar to what you've described and have got some pretty good results. I'm doing a simple Verlet integration where I apply the forces (gravity, drag, wind etc.) to the points in one loop then go back through and try to equalize their distances relative to each other afterwards. Seems pretty stable so far! Thanks again - your content is really inspirational.