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Tema: IK solvers pregunta

  1. #1
    Fecha de ingreso
    Mar 2008
    Mensajes
    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 3ds 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.
    Spline IK Solver. Gracias por su tiempo, y por su ayuda les agradezco de antemano.

  2. #2
    Fecha de ingreso
    Mar 2004
    Mensajes
    3,685

    Ik solvers pregunta

    En la ayuda de 3ds Max: 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 leg might have one chain from hip todo ankle, and another from hel todo toe.

    Because this Solver algorithm is history-independent, it is fast todo 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 efector (Although the display of end efector is of by default). It uses a swivel angle todo adjust the Solver plane todo position the elbow or the kne. You can display the swivel angle manipulator as a handle in the viewport, and adjust it. Hi IK a los uses a preferred angle todo define a direction for rotation, so the elbow or knes bend correctly.

    Hd (history-dependent) Solver.

    The Hd Solver is a Solver well-suited todo use for animating machines, especially ones with Sliding parts that require IK animation. It lets you set up Joint límites and precedence. It has performance problems on long sequences, so ideally use it on short animation sequences. It is god for animating machines, especially ones with Sliding parts.

    Because this Solver algorithm is history dependent, it works best for short animation sequences. The later in the sequence it is solving, the longer it takes todo calculate a solution. It allows you todo bind the end efector todo a follow object, and it uses a system of precedence and damping todo define the Joint parameters. It allows for Sliding Joint límites combined with IK animation, unlike the Hi IK Solver, which only allows for Sliding Joint límites 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 todo Game Engines.

    Because this Solver algorithm is history-independent, it is fast todo 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 efector (Although the display of end efector is of by default). It uses a swivel angle todo adjust the Solver plane todo position the elbow or the kne. You can target the swivel angle todo an another object todo animate it. Ik Limb Solver a los uses a preferred angle todo define a direction for rotation, so the elbow or knes bend correctly. It a los allows you todo switch between IK and FK by keyframing IK enabling, and it has a special IK for FK postura function so you can use IK todo set FK keys.

    Spline IK Solver.

    The Spline IK Solver uses a Spline todo determine the curvature of a series of Bones or other linked objects.

    Vértices on a Spline IK Spline are called nodes. Like vértices, the nodes can be moved and animated todo 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 múltiple-bone structure with just a few nodes, as opposed todo 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 automátically placed at each node when Spline IK is assigned. Each node is linked todo 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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