[Bf-committers] blender2.5's new IK

Mike Belanger mikejamesbelanger at gmail.com
Tue Sep 1 03:25:49 CEST 2009

 From an animator's perspective, extra controls for this 'cache' would  
make for a cumbersome workflow.
And like Brecht said, often riggers can 'contain' the ik's  
unpredictability through restricting its rotations.

While I commend Benoit for bringing ik to the GE, I'd prefer the  
current IK system in 2.5.

Mike Belanger ( Mikahl )

On 2009-08-31, at 6:06 PM, Matt Ebb wrote:

> Goat Man wrote:
>> What about just having a way to save the current frame as a
>> "cache-save-point", this takes whatever state its in and saves for  
>> later
>> recall by the solver.  Changes before the cache-save-point will NOT  
>> update
>> this saved cache.  Then the animator can place these cache points  
>> to have
>> predictable results where he needs it.
> This doesn't sound too good to me. If you're talking about replacing  
> the
> existing IK, animators should be able to use it the same way. No extra
> steps and hurdles, no caching to keep track of, no save points, no
> superfluous keyframes added. Animators need to be able to quickly and
> easily go to any frame in the animation and tweak poses immediately,
> working entirely fluidly. They also need to be sure that the pose
> they're looking at on screen is what they're going to get.
> I hear in this thread about problems in the existing IK system, but in
> my experience (animation) I've never seen problems in practice, nor  
> have
> I heard our animators/rigger complain about it either. I understand it
> may not work well for robotics, and it's good to make life easier for
> people working in this area. However robotics is not blender's primary
> target, animation is, so if there are to be any changes they should
> result in something at least as usable for animators as the previous
> system.
> cheers,
> Matt
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