Author Topic: IK Links Debug Mode  (Read 882 times)

PiBoSo

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IK Links Debug Mode
« on: February 18, 2017, 07:22:33 PM »
Inverse kinematic is used to animate the chain, to link the rider hands to the handlebars, to link the boots to the pegs and to prevent the knees from sinking into the ground.

To show the link points ( cyan ) and the targets ( magenta ), edit the file gpbikes.ini ( located in the gpbikes folder in the GP Bikes installation folder ) and add:
Code: [Select]
[debug]
links = 1

Italian Mod Team

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Re: IK Links Debug Mode
« Reply #1 on: February 18, 2017, 08:36:53 PM »
Can u explain how animate rightly the chain pls? Tried the old tutorial in the forum, but not works. thx

Jose Reina

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Re: IK Links Debug Mode
« Reply #2 on: February 18, 2017, 10:49:46 PM »
Black, for the chain...

Rename the 3d chain as chain, export it next to the rear wheel.
Put the axes in the center x, y, z, 0,0 0,0 0,0.
Select the string and in the hierarchy option, Affect pivot only, put the axes in the center x, y, z, 0,0 0,0 0,0.
Then you have to turn the axis and put the blue in front, the green in the up, and the red in the right.
And you export the entire rear wheel.
Then in the gfx.cfg, you must adjust it with the x, y, z axes.

"IMPORTANT"!!!! Use 3dmax 2010 !!!!!!!!!!!!!! And the plugin to export in. EDF.

With the 3dmax 2016 does not work !!!!!!!!!!!!!!!!!!!!!!!!!

If you have doubts, let me know;)

Blackheart

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Re: IK Links Debug Mode
« Reply #3 on: February 19, 2017, 03:39:08 PM »
Yes the problem was the 3ds max version, because with the 2010, the chain works without problems.

Thx Josť  ;)

PiBoSo

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Re: IK Links Debug Mode
« Reply #4 on: February 19, 2017, 04:51:37 PM »
Black, for the chain...

Rename the 3d chain as chain, export it next to the rear wheel.
Put the axes in the center x, y, z, 0,0 0,0 0,0.
Select the string and in the hierarchy option, Affect pivot only, put the axes in the center x, y, z, 0,0 0,0 0,0.
Then you have to turn the axis and put the blue in front, the green in the up, and the red in the right.
And you export the entire rear wheel.
Then in the gfx.cfg, you must adjust it with the x, y, z axes.

"IMPORTANT"!!!! Use 3dmax 2010 !!!!!!!!!!!!!! And the plugin to export in. EDF.

With the 3dmax 2016 does not work !!!!!!!!!!!!!!!!!!!!!!!!!

If you have doubts, let me know;)

Please note that the chain object doesn't have to be named "chain". The name can be changed in the gfx.cfg file.
It is correct to set the object pivot at the center of the rear sprocket. The rotation shouldn't matter, though.