Inverse kinematics following a spline

Holger

New member
I have build a robot that uses bones and inverse kinematics to move around.
I have the IK Handle follow an object moving along a spline. In the 3dView
and using the timeline this works very well and gives a smooth animation.

When I render the animation tho, it seems like the robot isn't keeping up
with the object it should follow.

Are there a special setting for rendering smooth inverse kinematics?:)

robotissue.gif

 
Hi and Welcome.
Quite hard to tell without the file. We can bake IK animations at the takes' tab - but I'm not 100% sure if this will help solving the issue you ran into.

Cheers
Frank
 
Just to add. When rendering the animation and looking at the 3dView the bones move correctly but the mesh does not follow them, but snaps at arbitrary times
 
Using more than one Skeleton Tag is unusual.

Normally I would put all parts in the same mesh and use one Skeleton Tag.
 
Just a small guess: can you lower the value of the approximation angle of the spline and see if there' s any improvement noticable?
Cheers
Frank
 
Bringing down approximation angle did not help sadly.

On the topic of using the same mesh, i am new to animation.
Is it possible to have disconnected mesh parts in the same mesh?

Because as it is now(with separate meshes), it makes it easier for me to
edit the separate parts individually.
 
Bringing down approximation angle did not help sadly.

On the topic of using the same mesh, i am new to animation.
Is it possible to have disconnected mesh parts in the same mesh?

Because as it is now(with separate meshes), it makes it easier for me to
edit the separate parts individually.
It is possible to have disconnected parts in the same mesh.
Vertex painting is a problem but you can pull the pieces
apart after binding, paint them, then put them back together again.
 
Baking the IK works wonderfully. Thank you very much.:D I will also try to merge the meshes because it seems like best practice :)
 
It's good to note that Baking IK will Keyframe every frame of whatever object that's animated.
So it's a good last ditch effort to get things to work, and a great analysis tool. Thanks Frank!

Here's a gif of the way I separate the polygons of the parts I want to Vertex Weight paint.
For mechanical rigs, Vertex painting is either full on, or full off.

After Vertex painting I put it all back together of course, and 99% of the time it works fine.

vertex_paint.gif

IndustrialBot.jpg
 
Further testing shows some problems smoothly tracking an
object in the bone hierarchy as well as the IK Tracking object.

The first gif shows how the setup tracks fine.
The second gif shows how it renders, not very accurately.
Number three shows how it renders after Bake IK.

Probably more Euler math problems.

The Polyhedron is in the bone hierarchy,
and the small cube is the IK Tracking and Spline Tracking object.

Indbot_track_test-01.gif
Indbot_track_test-02.gif
Indbot_track_test-03.gif
 
I tried setting the approximation angle of the spline to 1 but that didn't do anything.

If it tracks perfectly in the editor window, why can't it render the same way?
 
So when baking the IK all the frames are locked in. This means that i cannot change the spline and render the robot with the new spline. A bit weird but when changing the spline in the editor the robot follow the new line, but when rendering it is back to the old baked path. Did you find another way that does not include baking the IK because it makes it very difficult to change afterward?
 
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