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Tema: IK Solvers Pregunta

  1. #1
    Miembro Nuevo
    Fecha de ingreso
    Mar 2008
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    4

    3dsmax IK Solvers Pregunta

    Hola a todos un saludos de mi parte.. pues quiero pedirles ayuda y consejo acerca de los IK Solvers en 3d max..

    Ya he leído varios artículos acerca del tema aunque no he podido entender cuando uso cada tipo de IK solvers pues en verdad no lo dicen solo se aplican..

    Al punto que voy es el de si alguien podría decirme es, cuando uno debe usar:

    HI Solver, en que caso se lo usa cuando es mejor usarlo, lo mismo con
    HD Solver
    IK Limb Solver y de una ves también el
    SplineIK Solver..

    Gracias por su tiempo.. y por su ayuda les agradezco de antemano..

  2. #2
    pythonized... Avatar de Cesar Saez
    Fecha de ingreso
    Mar 2004
    Ubicación
    Granada, España
    Mensajes
    3,765

    Re: IK Solvers Pregunta

    En la ayuda de 3dsmax:

    HI (History-Independent) Solver

    The HI Solver is the preferred method for character animation, and for any IK animation in long sequences. With HI Solvers, you can set up múltiple chains in a hierarchy. For example, a character's leg might have one chain from hip to ankle, and another from heel to toe.
    Because this solver's algorithm is history-independent, it is fast to use regardless of how many frames of animation are involved. Its speed is the same on frame 2000 as it is on frame 10. It is stable and jitter-free in viewports. This solver creates a goal and an end effector (although the display of end effector is off by default). It uses a swivel angle to adjust the solver plane to position the elbow or the knee. You can display the swivel angle manipulator as a handle in the viewport, and adjust it. HI IK alos uses a preferred angle to define a direction for rotation, so the elbow or knees bend correctly.

    HD (History-Dependent) Solver

    The HD Solver is a solver well-suited to use for animating machines, especially ones with sliding parts that require IK animation. It lets you set up joint limits and precedence. It has performance problems on long sequences, so ideally use it on short animation sequences. It is good for animating machines, especially ones with sliding parts.
    Because this solver's algorithm is history dependent, it works best for short animation sequences. The later in the sequence it is solving, the longer it takes to calculate a solution. It allows you to bind the end effector to a follow object, and it uses a system of precedence and damping to define the joint parameters. It allows for sliding joint limits combined with IK animation, unlike the HI IK solver, which only allows for sliding joint limits when using FK movement.

    IK Limb Solver

    The IK Limb solver operates on only two bones in a chain. It is an analytical solver that is fast in viewports, and can animate the arms and legs of a character.
    The IK Limb solver can be used for export to game engines.
    Because this solver's algorithm is history-independent, it is fast to use regardless of how many frames of animation are involved. Its speed is the same on frame 2000 as it is on frame 10. It is stable and jitter-free in viewports. This solver creates a goal and an end effector (although the display of end effector is off by default). It uses a swivel angle to adjust the solver plane to position the elbow or the knee. You can target the swivel angle to an another object to animate it. IK Limb Solver alos uses a preferred angle to define a direction for rotation, so the elbow or knees bend correctly. It alos allows you to switch between IK and FK by keyframing IK Enabling, and it has a special IK for FK pose function so you can use IK to set FK keys.

    Spline IK Solver

    The Spline IK solver uses a spline to determine the curvature of a series of bones or other linked objects.
    Vertices on a Spline IK spline are called nodes. Like vértices, the nodes can be moved and animated to change the curvature of the spline.
    The number of spline nodes can be fewer than the number of bones. This provides the ease of posing or animating a long multiple-bone structure with just a few nodes, as opposed to animating each bone individually.
    Spline IK provides a more flexible animation system than other IK solvers. Nodes can be moved anywhere in 3D space, so the linked structure can be intricately shaped.
    A helper object is automatically placed at each node when Spline IK is assigned. Each node is linked to its corresponding helper, so a node can be moved by moving the helper. Unlike the HI Solver, the Spline IK system does not use a goal. The positions of nodes in 3D space is the only factor that determines the shape of the linked structure. Rotating or scaling nodes has no effect on the spline or structure.

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