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IK constraints Sims 4


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Hi all!

 

I've been trying to find different ways to simplify making animations by locking/constraining certain bones - so that you don't have to "re-pose" parts that you want to keep still during the whole animations (feet, hands, knees etc).

 

Right now I've gotten decent at keeping bones at one place but it's really tedious and it seems that IKC's would speed things up.

 

I've found that you can make a kinda "soft-constraint" (See gifs) which causes a drag effect when out of boundary, but it's not keeping the bones locked down and at certain angles it passes through the bottom border / "floor", I've seen the "IK squat" but can pull it off.

 

 

really good fast video;

https://player.vimeo.com/video/171279647

 

- I hope this also serves as a help for other animators, if you have an other way of keeping bones in place please share.

 

Pics;

http://imgur.com/a/wAun

http://imgur.com/a/UA1oK

 

Edit;

For those who are totally new to the whole IK; here is the best explanation on what is actually being done ( https://www.youtube.com/watch?v=zZYoWykvt9A ) - see it, re-see and mimic the stages in Blender (one handy key command being Ctrl + Page Up (US shift?) + C = Auto IK).

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I've got it to work! :D

 

I've also found an alternative to having IKC and locked bones, which is a bit more work but looks better; - "Ghost / Onion skinning" - it's more or less a transparent layer for each frames location of bones. It gives a good perspective on where it has been and is going to be not just for keeping one bone in one spot.

 

example of ghost; http://imgur.com/a/r3iRP

 

I've also noticed that 100% stationary bones isn't that good looking in some animations, motions can actually be more emphasized.

(- It isn't as hard to learn as it was doing animations for sims 2 in Milkshape and it's boxes that was a bit of a nightmare xD)

 

 

OT; Kinda useless thread just me answering myself xD Thanks for the PM's though.

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