Pelvis & Feet Height

DynamedionDynamedion Posts: 5
edited December 1969 in Art Studio

Hello everyone!

I am trying to pose (and then animate) a Michael 5 figure. The problem is that I cannot figure how to set the feet's height to be equal to the pelvis's.

I have attached an image that pretty much demonstrates what I am trying to achieve. The pose is ready except for the part where the feet are raised up on the same level as the pelvis; I'm just not sure which parameters to modify. I have tried every bend possible (even from upper body parts), and I have also tried to manually change the height of the legs (via the translation vector in the viewport), but, after some point, it changes the Z value of the whole figure.

I have seen topics where they say that the bone structure of the models is the reason why we usually get weird modification results, but this one should be fairly easy to achieve.

Thank you in advance for your assistance.

Cheers

squat_small.gif
252 x 300 - 35K

Comments

  • DUDUDUDU Posts: 1,945
    edited December 1969

    In Carrara you can disable the limits, I suppose that DS can do it too...

  • DynamedionDynamedion Posts: 5
    edited December 1969

    Hello, thanks for answering.

    I have turned off limits, however, when I try to move the left foot even more upwards (so as to apply symmetry to the right, later on), it will also move the left, but in an unexpected way (e.g. it will stretch the left and the right will have a weird behavior). If you are absolutely positive that it can work this way, please guide me through.

    Thank you!

  • DUDUDUDU Posts: 1,945
    edited December 1969

    When you turn off the limits, the modifications are very sensitive (IK chains of the bones).
    In this case, you should not use symmetry.
    You can also (in Carrara) leave the limits and modify the constraints manually.
    Which software do you use?
    If it's Studio, I can't help you more…

  • DynamedionDynamedion Posts: 5
    edited February 2015

    Yeap, it is Studio :/
    I don't understand though, why so many differences among the software products? They are all supposed to use the same models and bones.

    You know what, it worked. Turn limits off for the whole figure did the trick. Thank you for pointing me to the right direction. I was turning off the limits for individual parts and it didn't have the effect I wanted.

    Cheers!! *goes back to work all excited*

    Post edited by Dynamedion on
  • DUDUDUDU Posts: 1,945
    edited December 1969

    Happy that works for you!
    I don't have say that there are not the same features in DS, I don't know because I don't use it.
    There is a majority of users of this forum which could inform you on this subject.
    @+ ;-)

  • DynamedionDynamedion Posts: 5
    edited February 2015

    Thanks!

    On a side note, which I know it to reflect basic animating knowledge, let's say frame 0 has pose X (manually set, not with a pose file); at frame 30, I want to make some changes to the pose and at frame 60 everything to be reset back to frame 0 (so that it loops). How do I reset everything from frame 0? Is "memorizing" the figure's pose going to work? Because I have some trouble understanding what that feature does exactly (Edit -> Figure -> Memorize). Should I instead copy the frame and paste it at frame 60? Would be awesome if you gave me a clue on this. :red:

    Post edited by Dynamedion on
  • Richard HaseltineRichard Haseltine Posts: 100,905
    edited December 1969

    Save a single frame pose preset at frame 0, apply it at frame 60. Copy and paste should also work.

Sign In or Register to comment.