Glad to be of help.
Regarding the unexpected behavior when using zero values in the blending 
parameter…I suspect XSI interprets a zero value as "muted" and does not 
evaluate the blending parameter anymore. I encountered this the first time more 
than 10 years ago. Not sure if it's a bug or just an issue by design. Back then 
I rather stayed away from blending constraints also because it depended on the 
playback and was causing animation jumps sometimes when rendering on the farm. 
But this might be outdated information and no longer applicable.

 

Sven 

 

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 ; Sven Constable
Subject: RE: rigging XSI IK-finger !!!SOLVED!!!

 

oh man! 

Hello Sven, 


super i  also tried rotationkeys!, the final solution is actually the 4th place 
behind the comma, 

Thanks a lot that saves me a lot of work and the rig remains clear. 

Thank you very much and if this "Umbrellamist" is over and we can travel again, 
let me know when you are in Frankfurt all the best, 
Stay healthy all together 

 

Walter 

Sven Constable <[email protected]> hat am 19. März 2020 um 14:33 
geschrieben: 

Hi Walter, 

  

I think there were two issues with the setup: 

  

A. The constraint works when blending in but seems to not work when blending 
out (back to zero). That is because there is no value to fade against. Just put 
an initial rotation key on the bones to fix that.  If you are going to use 
forward kinematic with rotating the bones later on, this would have been fixed 
automatically. In the test setup, I put a rotation key on all bones on frame 1 
to make it work. 

  

B. It can raise funky behavior, when animating the constraint blending to zero. 
I remember having this problem some years ago and I'm not sure whats causing it 
under the hood, but it is  relatively easy to fix. Change the value to just 
above zero. :) 

I changed the animation of the control object (red triangle) to 0.001 instead 
of zero and it seems to work. 

  

Modified scene file attached. Hope it helps. 

  

Sven 

  

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Subject: rigging XSI IK-finger 

 

Hello, 

I'm not getting anywhere with a rigging problem, 
maybe someone here, and especially in Xsi, has racked his brain. 
I need a rig for one finger that is primarily controlled by ik 
with the possibility to fix the last limb as well (e.g.: push-ups) 
my approach at the moment is that i put a pos.contraint on the last fingerbone. 
so far so good only if i fade this constraint back in the normal IK chain the 
constraint jumps  what i dont want , fading in the constraint works. 
since the rig is already complex i also need a forward version, 
I'd like to avoid another generation of iknormal in ikfix crossfades. 
My solution with the fade is not perfect, the tip slips away a little bit, but 
it 
should meet my requirements 
would be a great help 
greetings 
enclosed the problem 2015sp2 25frames

 

I hope the attachment will work one as rar theother where i changen the scn in 
jpg

 

Walter in Homeoffice

 


Walter Volbers

Senior Animator 
+49 (0) 69.48 000 55.0

[email protected]

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