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why can't you merge IKchops?


meshsmooth

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What prevents say all the IK chops in say a leg from being piped into a merge sop and all the bones in the leg pointing to the same chop? because you can take an IK chop and mess with it with other chops and still have the leg pick it up. The only difference i can see is the removal of some of the quat channels. now this leads me to believe that that is what the bone really cares about. So what is the true property of the quat channel and how can we merge them and mess with them in general?

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It depends. If the two chops you're merging are controlling bones that are in the same transform hierarchy, then it won't work because of recursive dependencies. Otherwise, it would work.

The merge chop behaviour for the quats is interesting and I think wrong. I don't see any reason right now why the quats aren't preserved.

The quats are automatically created by the InverseKin CHOP for convenience so that if you blended these channels with the Composite CHOP turned on with "Quaternion Blend", it would just work. Prior to having the built-in IK/NoK blending into the bones system, the only way you could do it was with the use of the Composite CHOP. But then you would want Quaternion Blending and thus needed to add an extra Attribute CHOP so that it would know which rotation channels to be treated as a quat. By making the InverseKin CHOP create the quaternion attributes automatically, it would save an extra CHOP in the setup. So, the quats are there for convenience if you need them but otherwise they don't do anything.

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