jbezorg Posted October 16, 2013 Posted October 16, 2013 You can see in this pic that the spiders feet are aligned with the ground mesh. When I realign the actors, the spiders front feet will align under the ground. Then the jumping will begin as it tries to maintain the animations alignment and have the feet snap to the grid. Finally, foot IK wins and we're back to a misaligned state This looks like a foot ik problem too. http://www.loverslab.com/topic/21933-bit-of-an-animation-problem/
Ashal Posted October 16, 2013 Posted October 16, 2013 Foot IK is disabled on actors during animation, not sure if spiders have the same foot IK or not, but bHumanoidFootIK is the only one that can be disabled via SetAnimationVariableBool() SexLab 1.20+ holds actors in place by translating them to their coords, when translating an object has no clipping, so by translating them a minute amount, at an even more minute speed, they never complete the translation in any noticeable time; they continue to stay in place during the translation, and don't push each other away due to translation process. 1.20 implemented this, 1.22 broke it however as a byproduct of the SOS side bending fix which made actors finish their translation too quickly, resulting in them getting pushed away, then realizing they are to far from their designated coordinates, and trying to snap back into place with a new translation; rinse and repeat and you have the jumping about. But as I've said before in the SexLab thread, I already have a fix done for the jumping around. I'm just waiting on the FNIS fix for dog/wolves to release it, the update today didn't seem to do it so I'm just waiting to hear back from fore.
jbezorg Posted October 16, 2013 Author Posted October 16, 2013 Now I remember reading somewhere that animals do not have foot IK. Then align to terrain grid much like a vehicle.
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