amazingjay Posted December 4, 2010 Share Posted December 4, 2010 When creating Bones with IK, two of the available options are "Inverse Kinematics" and "IK with Constraints." Do you know what's the difference between the two? I've played with them and could not discern any difference. Same thing goes with "Forward Kinematics" and "FK with constraints." help anyone? Quote Link to comment Share on other sites More sharing options...
Stalkerx777 Posted December 5, 2010 Share Posted December 5, 2010 When creating Bones with IK, two of the available options are "Inverse Kinematics" and "IK with Constraints." Do you know what's the difference between the two? I've played with them and could not discern any difference. Same thing goes with "Forward Kinematics" and "FK with constraints." help anyone? with constrint - it's mean with controller for elbow. It's like pole vector constraint in maya. Quote Link to comment Share on other sites More sharing options...
amazingjay Posted December 5, 2010 Author Share Posted December 5, 2010 (edited) with constrint - it's mean with controller for elbow. It's like pole vector constraint in maya. From what I can gather, Maya's "pole vector constraint" is called "IK with Twist Affector" in Houdini. So there are actually three options: "Inverse Kinematics", "IK with Twist Affector", and "IK with constraints." Edited December 5, 2010 by amazingjay Quote Link to comment Share on other sites More sharing options...
anim Posted December 5, 2010 Share Posted December 5, 2010 constraints take into account bone angle limits (X Angle Range, Y Angle Range, Z...) but it seems that Up Vector (IK Twist) and IK Dampening is not working in that mode you can always use Limit CHOP to mimic angle limits without losing other functionality if i remember correctly all kinematic solvers are described in old 3DBUZZ rigging videos for Houdini 5.5 or 6, they should be still available for free at 3dbuzz.com site Quote Link to comment Share on other sites More sharing options...
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