[Closed] Accessing Biped IK object on limbs
If anyone is still using biped…
I’m trying to read what node (if any) has been set as the IK goal for biped limbs so i can clear it and set a new node as the goal. I can access all kinds of key info about the IK setup, but i can’t find where it stores the node for the custom IK goal.
I’m writing a function for replacing a character rig with an updated version of itself. I can save all the relevant animation information, as well as any parenting info, i just can’t read the custom IK setup so i can re-establish it before loading the bip back on to the new rig.
Any help would be greatly appreciated
This sounds very similar to a process I just posted about, in which we use biped for character animation.
3dsmax Animation Referencing and Scene Building
You have to first select each biped limb to query the IK Object associated to it.
Then you query the IK object on that limb by way of the biped rootNode.controller
Also, make sure you are in max motion mode otherwise your query will return undefined.
max motion mode
select biped_limb
ik_object = biped_root.controller.osobject
You set the ik object the same way.
max motion mode
select biped_limb
biped_root.controller.osobject = new_ik_object
Good luck to you!
thanks!
i completely forgot about the [b]osobject [/b]property. i remember [b]headobject[/b]... i've searched my old tools for [b]osobject[/b] and... bingo! there is it. last time when i modified this code was April 2007 :)
the tool calls “BodySwap” and does do almost the same as 3dsmax Animation Referencing and Scene Building
Convergent evolution comes into play yet again, very cool. Yea, my tool pretty much does all of that in a predetermined manner so the animator doesn’t have to futz with all that stuff. I purposely kept it very minimalist. Yours of course gives the user much more control over every aspect.
All these x-change settings are most for myself (for debugging purpose). User used “Node List” which was kinda a preset file with all settings for successful character x-change.
BodySwap was designed to work for cinematics. Usually the cinematic team starts doing animations with temp characters and props, and needs to replace them with final versions later.
Thanks Randall, that’s exactly what i was after!
…and after clicking that link, i’m a little embarrassed, because that’s exactly the tool we were using here about 12 months ago
That whole toolset was awesome, it made our lives so much easier. It’s actually what inspired me to make the tools i’m writing now!