[Bf-funboard] 2.46 RC1 *** IK, BONE and POLE VECTOR issues

jin choung jin.choung at gmail.com
Tue Mar 18 06:11:41 CET 2008


howdy,

first time poster.

1. BUG - when you finish setting the bone roll angle with the new
CTRL-N align to CURSOR option, you can only access that orientation by
switching to NORMAL.  LOCAL (which SHOULD provide the new orientation)
seems to be IDENTICAL to GLOBAL.  is this correct?  doesn't seem so.
unless normal means something else in regards to bones?

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2. currently, setting a pole vector target causes the ik chain to
rotate away from the target (in my test, i had an arm with the elbows
flared outward slightly, pole vector was placed at the elbow).  i
assume this is what the OFFSET settings are for and indeed, you can
offset back so that the elbow comes back to position.

but imo, this is not ideal because:
   A. generally, you don't want adding controls to alter your rig's
"bind pose" position.
   B. you have to "eyeball" the arm back into postion.  you're not
sure exactly where it was and you're not sure you're getting it
exactly back into place.  if doing it this was is
       necessary for the short term, it would be nice if there was
some documentation on how to find the exact offset angle.

my suggestion is that there should be an option to MAINTAIN CURRENT
OFFSET when you attack a pole vector target.  so that the pole vector
can be assigned and the armature does not move as a result.  in fact,
MAINTAIN CURRENT OFFSET should be an option on ALL blender
constraints.  finding your way back to where you want to be by
entering an offset is awkward, imprecise and time consuming.

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3. there seems to be a distressing notion in blender character
animation tutorials (even in the books) that CTRL-N (before 2.46 that
meant align roll with WORLD AXES) is the end all, be all solution to
"resetting bones" before animation.

in arms and legs, unless the character is built in a perfect 90degrees
T-Pose - if the arms and legs are out to the sides at about 45degrees
(as is optimal for later skinning and deformation), this results in
knees and elbows that do not properly bend the limb "BACK IN ON
ITSELF".  the forearm or the lower leg should fold in on itself like a
switch blade.  but CTRL-N will produce a "crazy fold" if done on a
limb angled out at non-right angles.

i discuss the issue and provide a solution using the new (AND GREAT!)
align to CURSOR CTRL-N at the blenderartists forum here:

http://blenderartists.org/forum/showthread.php?t=117615

but imo, there really should be an AUTOMATED way of determining proper
roll angles on bones - ideally if it is an option in CTRL-N.  this
really is CRUCIAL.  i would love to keep the two options we now have
in 2.46 and add another to automate figuring out proper bend plane (by
running it on two selected bones would be easiest... the new
orientation being applied to the last bone selected before CTRL-N is
invoked).  would also like to see this issue brought up in future
blender tutorials.

as i say in the thread linked above, this problem is RIDICULOUSLY BAD
when you get fingers and thumb not modeled in an awkward and
unrealistic "flat" position.

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thanks very much!  great release candidate so far!


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