in the moderately close time horizon - mcj_i_k - arms and legs pose helper
the idea is this : you select a hand, run a script, a null node appears at the position of the hand
now, each time someone moves the null node, a mysterious entity ( a callback ) re-poses the arm so that the hand reaches the target
Post edited by mCasual on
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oh no it's a tragedy !!! the new forum doesnt accept animated gifs as attachments,
mCas, you need to stop using "soon" - "Soon" has a bad connotation here and your work turnaround from conception to completion is pretty quick.
I suggest the following "sooner than soon", "practically in your runtime or "Lickey-split"
anyway thanks again for cool stuff!
Thank you Casual
EDIT:
Btw.i dont see link for download, but i know where to find it..i memorised your site
you create such awesome stuff!
so it's somewhat related to mcjAutoLimb and mcjAutoLimb2014
but it's "live"
if you know mcjAutoLimb, you know it's for arms and legs only
( and can save you hundreds of animation work hours per year, really you need it )
the "targeter could be a foot, toes, or something parented to a foot
and it could be a hand, finger or anything parented to a hand, like the point of a sword even!
mcj_i_k will add pose-solving for trunk nodes!
example 1, you parent a node to Michael's nose tip,
using mcj_i_k you'll be able to pull his head by the nose
the head Joint's Bend control will serve as a length adjustment for the neck-to-nose length
and the neck joint orientation will serve to "point" the neck-to-nose vector to the target
example 2, you make Michael's head the "targeter", so you can pull him by the head.
The neck Bend control will serve as a length adjustment for the chest-to-head length
and the chest joint orientation will serve to "point" the chest-to-head vector to the target
note that this is a pose tool, i dont know yet if i'll add animation features ( or if it can work for that purpose as-is )
By the way i have a Blog and a deviantart since about July 1st and i plan to add something everyday for years and years
http://mcasualjacques3d.blogspot.ca/
here you can see i parented a red ball to Amy/Aiko3's head
the neck and head joints are used to do the pose-solve
another example
the red ball is the targeter and is parented to the head
the neck-bend helps set the chest-to-ball length ( so that it matches the chest-to-target length )
the chest orientation ( side-side too! ) helps "point" the chest-ball-vector toward the target
http://2.bp.blogspot.com/-EoVMPtbPtss/VZ7ozpZwqbI/AAAAAAAABeQ/emvBs33rqEc/s1600/necki.gif
here you can see that the "target" node has a payload
it remembers which node to bend ( LimbHinge ), in this case the neck
which node to re-orient ( LimbRoot) , it was the chest, but the user can change it to the abdomen or hip
and it remembers that the red Sphere ( Targeter ) is the object that it must strive to move to the target location
----
in other news i did test it for animation purposes and it works
i animated the target node
then i stepped through 30 frames 1 by 1
the script adjusted the pose for each frame thereby keyframing those poses
then i deleted the target node
so i obtained an animation !
---
release possibly tomorrow
possibly being a cleverly elastic promise ! :)
tomorrow, there should be a release = but i think its another forum thread!
for a change i did something with genesis!
well AIko5
but it's not the usual A3
so as i was saying ... today we'll have mcjAimAnim
which just re-orients a joint to solve an Aim,
it will work for Pose work
and it will work for animations
but the thread for mcjAimAnim is here
http://www.daz3d.com/forums/discussion/59188/later-today-1-of-2-mcjaimanim-target-targeter-rotator-animate#latest