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Optional module - Maxon Computer

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CINEMA 4D R11 Quickstart – MOCCA<br />

Once you’ve adjusted the weighting, activate the HyperNURBS (“Turtle_Hypernurbs”). Make sure the Model<br />

tool is selected<br />

and click on the Rotate tool.<br />

If the “shoulder” joint is selected, you should now be able to move the arm around. If parts other than the arm<br />

also move then these parts have weighting that needs to be removed. Use the Weight tool as before to remove<br />

the weighting from these parts. Also try rotating the “elbow” and “hand” joints.<br />

Congratulations! You have just weighted the arm. The arm is now ready to be animated using forward<br />

kinematics, which we’ll move right on to in the next chapter.<br />

3. Quick Tutorial – Forward Kinematics / Inverse Kinematics<br />

(FK/IK)<br />

Forward kinematics (FK) and inverse kinematics (IK) — terms used in 3D animation — give you two different<br />

ways to animate. FK means rotating every bone within the hierarchy from top to bottom until the arm is in the<br />

desired position. This method has its advantages for some parts of the animation but disadvantages in other<br />

parts.<br />

It can be difficult to tell how much you need to rotate, say, the upper arm then lower arm then wrist for the<br />

hand to reach a very specific position. Or suppose you’ve worked your way down to the hand and then notice<br />

that the upper arm is raised too high. You rotate the upper arm to correct this, but this rotates the children<br />

as well, putting the lower arm and hand out of position. These children must be rotated again to be put back<br />

into position.<br />

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