That sounds like a number precision issue that can arise when working with
transforms that are a great distance away from the origin.




On Mon, Nov 29, 2010 at 6:54 PM, Viktoras <[email protected]> wrote:

> We've had some problems with IK locking into straight line with no apparent
> reason when character is far away from 0,0,0 point (talking about roughly
> 3000-4000 units away). see if you still have this problem with the rig if
> you move everything closer to coordinate center.
>
>
> On 2010.11.28 13:58, Richard Kazuo wrote:
>
>> Popping things in place when changing attributes sounds like a cycle
>> to me... can you share a demonstration scene or screengrab that
>> replicates the behaviour?
>>
>> cheers,
>> Richard
>>
>> On Friday, October 29, 2010, Beau Garcia<[email protected]>  wrote:
>>
>>> Hey JP,
>>>
>>> Sounds like a strange one. Have you had any "Warning: Cycle on<node name>
>>>  may not evaluate as expected" warnings ? . I have seen similar strangeness
>>> when a cycle in the dependency graph is present, causing unexpected
>>> evaluations.
>>>
>>> The warnings might be suppressed with " cycleCheck -e off " .
>>>
>>> You can access ik solver algorithms on the net, i don't know where to
>>> find the exact one that Maya uses though.
>>>
>>> Cheers,
>>> Beau
>>>
>>>
>>>
>>>
>>>
>>>
>>> On Fri, Oct 29, 2010 at 4:34 PM, JP<[email protected]>  wrote:
>>>
>>> Hey guys,
>>>
>>> So this isn't strictly a Python question  (err..not at all) , but
>>> there are a lot of bright minds here and I hoped someone might have
>>> some experience with this since the rigging and python worlds often
>>> overlap.
>>>
>>> I'm having an issue where an ik RP solver on a leg will sort of
>>> 'freeze up' when the ik handle and the character hit a certain pose.
>>> For instance, everything will work fine when you scrubbed up to frame
>>> 50, and then the knee joint would 'lock' to whatever the preferred
>>> angle was set at (i.e.,<<0,30,0>>).  The kicker is that you could
>>> then scrub *backwards* and the solver would still be locked.  If you
>>> changed any other inputs to the joints being solved, like the scale
>>> for a stretchy leg, the solver would seem to 'pop' back to solving
>>> correctly.
>>>
>>> When rigged,   the joints are oriented to a plane, the handle is
>>> connected while the joints are bent, the pole vector is placed along
>>> this plane, and a preferred angle on the joints is set...so I think
>>> I've got my bases covered there.
>>>
>>> So IMO, there's some black magic happening in the ik solver
>>> computation that I don't understand.    Another oddity is that setting
>>> the preferred angle for the joints at, say, 30 degrees wouldn't fix
>>> the problem, but setting it at 90 degrees would (at least for now, but
>>> who knows when this will rear its head again?).  My guess from the
>>> scrubbing issue is that the node doesn't do a full computation unless
>>> certain input plugs change.  It's hard to say, because an ik handle is
>>> one of those nodes that (for some reason) doesn't actually have
>>> connections to what it's changing.
>>>
>>> I would LOVE to get my hands on the algorithm that's used to compute
>>> and set the joint rotation values.  Any Autodesk people in the
>>> house ? :)
>>>
>>> Thanks all,
>>> JP!
>>>
>>> --
>>> http://groups.google.com/group/python_inside_maya
>>>
>>>
>>> --
>>> http://groups.google.com/group/python_inside_maya
>>>
>>
>
> --
> Viktoras
> www.neglostyti.com
>
> --
> http://groups.google.com/group/python_inside_maya
>

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