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Schlongborn

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A member registered May 23, 2016 · View creator page →

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I assume that when you copy paste you are not really copy and pasting everything, and somehow when you duplicate you are actually duplicating everything.

When dealing with FK/IK you need to be aware that there are two sets of bones, one set is the FK bones, those are basicly the same bones as the Daz figure has, those are the ones that are actually important for the animation. The IK bones are just a convenience that you can use while animating, the FK bones are the important bones that will hold the final result.

And then there are the IK bones, this is an additional set of control bones which have the IK modifier applied to them, so that you get IK movement. The FK are setup so that they will follow the IK bones while IK is active. And when you "snap to FK" you essentially just apply the current IK pose to the FK bones, and then hide the IK bones.

So this "while IK is active" thing is controlled through properties on the armature. The IK props which are also shown in the UI:

 

these "IK influence" properties make it so that either FK bones are active (at 0.0), or the IK bones are active (at 1.0).

When you are copying keyframes, then you might need to take into account these properties. If you copy a keyframe from somewhere in the timeline where the IK influence is 1.0 and copy it to somewhere where the influence is 0.0, you will end up with a broken pose, because you copied keyframes from the IK bones to somewhere where the IK bones are deactivated, so they won't do anything to the pose, only the bones that are always active will be posed so you can end up with a strange looking pose. 

What I am trying to get at is that you need to be aware of these IK influence properties and take them into account when working on an animation, and when moving keyframes around in particular.

I would also recommend looking at how the Dope Sheet works in blender and learn to work with that, it is a lot easier to deal with keyframes there, though I think Blender 5 brings some of the functionality of the Dope Sheet into the Timeline. You can use the filtering in the Dope Sheet/Timeline to show all the keyframes of the currently selected figure and all of the bones (also hidden ones), that will make it easier to see what is actually going on.


I am looking into this right now and looking to implement some improvements to the IK/FK snapping, but you should already be able to solve most of your problems by making sure that auto keyframing is enabled when using IK/FK snapping. 

I forgot some code that makes sure keyframes are always inserted for the IK properties, and that can cause broken poses. But enabling auto keyframing should prevent it.

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Thanks for the information, I will try to find a fix for that. Maybe a dialog when snapping from/to IK that gives the options to clear keyframes from FK.

When pulling it needs to switch to FK, because I need to apply the pose to the FK rig. I think what you're describing is something going wrong when switching between IK and FK, because when IK is active while FK still has keyframes, then you can get very strange poses because of that. I thought about automatically removing keyframes but kind of didn't like that idea that much cause it could potentially remove stuff it is not supposed to remove.

If you want to animate in Blender using the IK rig, it is best to keep the pulling to a minimum. I imagined it mostly as a tool to get the initial poses and  morphs (that is also why there is "Pull (Only Morphs)", so you can get the morphs without messing up the bone pose) into Blender, and then work from that and only push while working on the Animation.

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Hey, thank you for the feedback. You need to pull a frame other then 0. Frame 0 is the "Zero frame" and that frame should only have the rest pose. So that is why I print that error when you try to pull that frame, to prevent you accidently posing your character in that frame.

When you click "Pull" it tries to pull the frame that the blender timeline is currently in. So to fix that problem you should just move the play marker from 0 to some other frame and pull again.

If you want a version that is compatible with Mac OSX please reply to this comment, I will make one if there is demand for it.