how to do Inverse Kinematics (IK) direct on rigged 3d model

Dec 21, 2013 at 2:34pm

how to do Inverse Kinematics (IK) direct on rigged 3d model

Hello,

I am looking for ideas how to do Inverse Kinematics (IK) on an imported rigged skeleton Collada 3d model. And use the Inverse Kinematics (IK) information from that already rigged 3d model.

It’s not like in the PHYSICS PATCH-A-DAY day 10 tutorial (http://cycling74.com/2012/09/19/00-physics-patch-a-day/) were is explained how to do Inverse Kinematics (IK) with a skeleton build in Max. That i understand. But to do Inverse Kinematics (IK) direct on the rigged information that’s in the imported skeleton from the Collada 3d model.

Is that possible in Max or is the only solution to build the rigged skeleton in Max and bind it then with all the nodes?

All tips and tricks are welcome!
Thanks.

#276379
Dec 23, 2013 at 1:47pm

jit.gl.model does not support import of IK data. i don’t think collada supoorts IK either, but i could be wrong.

your best bet using standard max objects, is to use the physics objects to recreate your IK systems.

#276593
Dec 24, 2013 at 1:36am

That’s painfull, i have to redo the IK system.
Is the best and only way to do this in Max the one that is explained in the PHYSICS PATCH-A-DAY day 10 tutorial (http://cycling74.com/2012/09/19/00-physics-patch-a-day/)?
Thanks.

#276620

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