One of our tech animators found this video the other day, but I haven’t been able to find any other info on this research. Anyone hear used it/heard of it/researched this method?
There doesn’t seem to be anything different from regular IK, except the setup. I’m sure if you look at the end of the video, where he does some very quick manipulation, you’d be able to reproduce it in a rig.
It is really just IK, but instead of defining a target position, you define a target direction vector, and a magnitude… which is exactly what a position is. So this distinction is only necessary when thinking about the setup, if at all. The actual chain would still be controlled by IK.
The main benefit would be the sort of ‘FIK’ you find in some rigs like (gah!) Biped, where you can be in a sort of FK and IK at the same time. Much better for the animator to work with than regular FK/IK blending.
I will look for the link on the paper from siggraph and the example they had setup… interesting idea.
edit: thanks Rob:) glad it was right there in front of my face.
but…its “fewer keys superior animation faster” hehe
I would imagine that it would be easier to get natural motion in most cases… but when trying to get to a specific end position, I think I’d rather just use IK. I don’t really see VCK being useful enough to use it instead of IK for an animator.
but… I wonder if this might be useful for procedural animation and in-game IK
I saw this poster session at SIGGRAPH and i thought the idea was definitely cool. I did think the UI needed a little work. I think the idea of “point and shoot” that he kept mentioning seemed a bit imprecise, but through some simple constraints, you could translate the motion back to the vck style keyframes. The thing that i thot was coolest about it was that you could probably express it parametrically, which means it would be great for retargeting. Just some thots. . .
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