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Post by diparun on May 3, 2019 0:39:27 GMT -5
Hi Yeah, I'm placing a group of agents on an inclined terrain. when I make them walk up/down this terrain, the leg goes through. From searching around, I found IK will be way to achieve foot planting/matching on terrain. But how Do I set it up? It would be helpful, if you can point to any tutorial or explain here the IK setup process on the leg and how to use it via the decision editor.. thanks in advance
arun
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Post by diparun on May 5, 2019 22:34:32 GMT -5
hi, any solutions?
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Post by Yeah YANG on May 6, 2019 2:00:41 GMT -5
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Post by diparun on May 7, 2019 7:47:18 GMT -5
thanks, Yeah.. followed this and seems to be working.. it works for a gradual slope, but the leg goes through for steeper slope.. will it work for steep slopes?
and IK seems to push the leg up slowly to the groundlevel during penetration.. How to increase this speed of push? Sorry, but not able to provide a sample scene.. Hope you can understand my question ..
On a different note, when I "Send Active Geo to OA", some geo says "No shader on this object: Cannot render this object".. I'm not able to add these to OA Geometry, though they do have lambert shaders. is it because they have blenshape/wrap deformers and ncloth objs? if so, What is the workaround? Thanks in advance ~Arun
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Post by Yeah YANG on May 7, 2019 20:46:30 GMT -5
Thank you for your feedback, Let'us do some test today and send you some files or screenshot. Cheers, Yeah thanks, Yeah.. followed this and seems to be working.. it works for a gradual slope, but the leg goes through for steeper slope.. will it work for steep slopes? and IK seems to push the leg up slowly to the groundlevel during penetration.. How to increase this speed of push? Sorry, but not able to provide a sample scene.. Hope you can understand my question .. On a different note, when I "Send Active Geo to OA", some geo says "No shader on this object: Cannot render this object".. I'm not able to add these to OA Geometry, though they do have lambert shaders. is it because they have blenshape/wrap deformers and ncloth objs? if so, What is the workaround? Thanks in advance ~Arun
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Post by diparun on May 8, 2019 7:37:20 GMT -5
one another query... At the end of each walkcycle[perfectly loopable], the trailing leg seems to slide in cycle action.. Have tried CycleFilter at 0, entryrange 0 and exit range 100, so that there is no blending, but still it slides.
also from my previous query, a bit urgent to solve it "when I "Send Active Geo to OA", some geo says "No shader on this object: Cannot render this object".. I'm not able to add these to OA Geometry, though they do have lambert shaders. is it because they have blenshape/wrap deformers and ncloth objs? if so, What is the workaround?"
Thanks in advance
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Post by Yeah YANG on May 9, 2019 2:43:42 GMT -5
Hello Diparun, 1. Perfect loop of 1 action is not perfect when it cycle and transition. If you have to make perfect loop in crowds, you always need to add 3-4 frame extra transition frames for each action. And then both self cycle or blend to other actions, add 3-4 frames of transition frame. Please do not "CycleFilter at 0, entryrange 0 and exit range 100", it's not practical. 2. We'll reply this very shortly. Cheers, Yeah one another query... At the end of each walkcycle[perfectly loopable], the trailing leg seems to slide in cycle action.. Have tried CycleFilter at 0, entryrange 0 and exit range 100, so that there is no blending, but still it slides. also from my previous query, a bit urgent to solve it "when I "Send Active Geo to OA", some geo says "No shader on this object: Cannot render this object".. I'm not able to add these to OA Geometry, though they do have lambert shaders. is it because they have blenshape/wrap deformers and ncloth objs? if so, What is the workaround?" Thanks in advance
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Post by Yeah YANG on May 9, 2019 2:55:32 GMT -5
Regarding the IK since you cannot share the file, would you please take a look at this one: drive.google.com/file/d/1jVMND0K2MljqDB0VQQNzwVh0HqJvhbJs/view?usp=sharingCheers, Yeah thanks, Yeah.. followed this and seems to be working.. it works for a gradual slope, but the leg goes through for steeper slope.. will it work for steep slopes? and IK seems to push the leg up slowly to the groundlevel during penetration.. How to increase this speed of push? Sorry, but not able to provide a sample scene.. Hope you can understand my question .. On a different note, when I "Send Active Geo to OA", some geo says "No shader on this object: Cannot render this object".. I'm not able to add these to OA Geometry, though they do have lambert shaders. is it because they have blenshape/wrap deformers and ncloth objs? if so, What is the workaround? Thanks in advance ~Arun
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Post by diparun on May 9, 2019 4:35:03 GMT -5
Thanks a million, Yeah ! I'm looking into it rightaway..
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Post by diparun on May 17, 2019 4:39:08 GMT -5
Hey Yeah, I implemented the IK in my OA as per the example, with two locators for each feet.. while the IKLvl 2 works by bending the knee, the feet are continuously spinning around Joint X Axis, when they move forward.. Any fix? Anything I might be doing wrong?
Thanks for the help, Arun
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Post by diparun on May 21, 2019 5:19:50 GMT -5
Hey Yeah, I implemented the IK in my OA as per the example, with two locators for each feet.. while the IKLvl 2 works by bending the knee, the feet are continuously spinning around Joint X Axis, when they move forward.. Any fix? Anything I might be doing wrong? Thanks for the help, Arun Hi Yeah, Any solution?
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Post by Yeah YANG on May 21, 2019 7:13:01 GMT -5
Is that possible share a very simple sample scene? You can remove all geometires, animations, project pathes, just leave the original agent bones. We can check for you. Cheers, Yeah Hey Yeah, I implemented the IK in my OA as per the example, with two locators for each feet.. while the IKLvl 2 works by bending the knee, the feet are continuously spinning around Joint X Axis, when they move forward.. Any fix? Anything I might be doing wrong? Thanks for the help, Arun Hi Yeah, Any solution?
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Post by tom891 on May 22, 2019 8:25:52 GMT -5
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