WIP - "FKIK manipulate bones" tool.

Moho allows users to write new tools and plugins. Discuss scripting ideas and problems here.

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capricorn33
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Re: WIP - "FKIK manipulate bones" tool.

Post by capricorn33 »

chucky wrote: How's that 'other' script going cap?
I feel sorry for the people who don't have it.... so awesome. :wink:

Shhhhhh! That's still a secret!!! :shock: :shock:



No, seriously :) - I have just been busy again, Chucky. Work and stuff...
Maybe I'll find some time to continue on my 'secret project' again during christmas holidays...
capricorn ( - just call me "cap")
children's tv pro, character animator
chucky
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Re: WIP - "FKIK manipulate bones" tool.

Post by chucky »

Say no more, say no more, a nudge is as good as a wink. :mrgreen:
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funksmaname
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Re: WIP - "FKIK manipulate bones" tool.

Post by funksmaname »

have you two come up with a secret handshake yet?
chucky
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Re: WIP - "FKIK manipulate bones" tool.

Post by chucky »

Just a 'digital' one
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tiannaidan
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Re: WIP - "FKIK manipulate bones" tool.

Post by tiannaidan »

I downloaded the two fkik files but when I try to open them in AS the folders I put the files in are empty. What am I doing wrong? I downloaded from the link but the files don't show up when I try to import them.
arfa
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Re: WIP - "FKIK manipulate bones" tool.

Post by arfa »

Did you watch the video tut.?
link on pg1 of this post

aim_bone_ik_hl.lua
is in its own folder - eg. embedded
set this for the bone layer
this is the only file that you 'open'

hl_FKIKmanipulate_bones.lua
is a tool - goes in tool folder
remember to add this to _tool_list.txt

when in doubt...
read the manual :)
ie. the vid.
Bossco
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Re: WIP - "FKIK manipulate bones" tool.

Post by Bossco »

Thanks for this script. It's very useful.

So do most of you animators use this script to lock feet when animating walk and run cycles?
Bossco
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Re: WIP - "FKIK manipulate bones" tool.

Post by Bossco »

I've noticed that if you have used smart bone actions to get a good knee bend, this tool screws it up.
Has anybody else noticed this?

Which is such a shame as this is a great tool.
Is there a way to remedy this?
Or would it mean that instead of using smart bones to get good point movement on a leg bend I need to go back to using the trusty Mandcon joint rig?
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capricorn33
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Re: WIP - "FKIK manipulate bones" tool.

Post by capricorn33 »

Hi Bossco,

First of all, I haven't really been using AS very much lately, so that is why I haven't
updated my old scripts for 9.5 just yet.

If there are any serious problems using this FKIK thingy in 9.5 I will defintely sooner or
later fix it, since I use the script all the time myself when working in AS.

I did a fast kneebend test myself and it seemed to work somewhat well?

If you please could be a little more specific on exactly what "gets screwed up" it
will save me some time when I get around to fixing it.

cheers
cap
capricorn ( - just call me "cap")
children's tv pro, character animator
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Víctor Paredes
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Re: WIP - "FKIK manipulate bones" tool.

Post by Víctor Paredes »

Bossco wrote:I've noticed that if you have used smart bone actions to get a good knee bend, this tool screws it up.
Has anybody else noticed this?

Which is such a shame as this is a great tool.
Is there a way to remedy this?
Or would it mean that instead of using smart bones to get good point movement on a leg bend I need to go back to using the trusty Mandcon joint rig?
I'm still using the Mandcon rig in some specific cases. Anyway (but I'm not sure and can't test right now) I think the smart bones works well when you setup them before naming the bones (with .aim and .trg). You will need to put the surnames to the actions after the smart bone setup and then embed the script.
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Lukas
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Re: WIP - "FKIK manipulate bones" tool.

Post by Lukas »

Removing the embedded script from the rig and creating the smart bones, then adding the script again works for me.
Bossco
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Re: WIP - "FKIK manipulate bones" tool.

Post by Bossco »

Thanks to you three for your replies. Sorry I didn't get back to you earlier, I didn't know that anybody answered.

No, I realised that it was an oversight on my part. The rig works correctly.
Sorry to you capricorn33 if I wasted your time having you relooking at your script for a problem that isn't there.
My error was that I forgot to rename my smart bone action for the shin bone.

So if it's of any use to somebody like me who made this mistake...don't forget to rename your smart bone actions after adding the script.
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