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	<title>mandarin.no &#187; ik</title>
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	<link>http://mandarin.no</link>
	<description></description>
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		<title>Skinning IK with modo</title>
		<link>http://mandarin.no/animation/skinning-ik-with-modo/</link>
		<comments>http://mandarin.no/animation/skinning-ik-with-modo/#comments</comments>
		<pubDate>Tue, 14 Jul 2009 16:11:20 +0000</pubDate>
		<dc:creator>Thomas Viktil</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[401]]></category>
		<category><![CDATA[animating]]></category>
		<category><![CDATA[child]]></category>
		<category><![CDATA[compensation]]></category>
		<category><![CDATA[deformation]]></category>
		<category><![CDATA[dynamic parenting]]></category>
		<category><![CDATA[ik]]></category>
		<category><![CDATA[IK chain]]></category>
		<category><![CDATA[inverse kinematic]]></category>
		<category><![CDATA[joint]]></category>
		<category><![CDATA[locator]]></category>
		<category><![CDATA[luxology]]></category>
		<category><![CDATA[mesh]]></category>
		<category><![CDATA[michael blackbourn]]></category>
		<category><![CDATA[modo]]></category>
		<category><![CDATA[modo 401]]></category>
		<category><![CDATA[parent]]></category>
		<category><![CDATA[polygon]]></category>
		<category><![CDATA[quicktime]]></category>
		<category><![CDATA[rigging]]></category>
		<category><![CDATA[screen recording]]></category>
		<category><![CDATA[screenflick]]></category>
		<category><![CDATA[skinning]]></category>
		<category><![CDATA[weight map]]></category>
		<guid isPermaLink="false">http://mandarin.no/?p=103</guid>
		<description><![CDATA[Having fiddled around with modo 401 and all its new features, I soon came to experiment with the animation features, including the new IK system. It works like a charm and when you&#8217;re used to working with modo, it just feels natural. It was very easy to rig a mechanical object that didn&#8217;t need to [...]]]></description>
			<content:encoded><![CDATA[<p>Having fiddled around with <a href="http://www.luxology.com/modo/tour/">modo 401</a> and all its new features, I soon came to experiment with the animation features, including the new <a href="http://www.luxology.com/modo/tour/animation.part.3/">IK system</a>. It works like a charm and when you&#8217;re used to working with modo, it just feels natural. It was very easy to rig a mechanical object that didn&#8217;t need to rely on deformations of the mesh to look convincing. But when working with organic shapes, the IK system got a bit trickier, that was until I figured out how to skin the IK.</p>
<p>My example doesn&#8217;t give you a perfect character rig, but it shows the basic principle. To make the mesh deform properly, you should look into using morph maps. I haven&#8217;t done so yet, but will most likely do it sometime soon.</p>
<p>I stumbled across a discussion on the Luxology forum (<a href="http://forums.luxology.com/discussion/topic.aspx?id=34082">Bone deformations in Modo 302</a>) that gave me a clue of how to do it. At first, I tried different ways of parenting the locators, deformers, channel linking and so on. But nothing seemed to do the trick. That was until I read a comment by <a href="http://www.ElementVFX.com/">Michael Blackbourn</a>.</p>
<blockquote><p>You dynamic parent the weightmap locators to a control structure.</p></blockquote>
<p>After bending my mind around that rather minimalistic and somewhat cryptic comment, I suddenly realized what Michael was talking about. And it&#8217;s bloody simple!</p>
<p>Here&#8217;s how I did it:</p>
<ol>
<li>Setup a chain of 3 locators, and apply IK to them.</li>
<li>Build a mesh with enough polygons to deform properly.</li>
<li>Setup 3 weight maps: one for each of the joints of the IK chain.</li>
<li>Add weight map deformers for each of the weight maps.<br />
And now comes the trick:</li>
<li>Hit the Compensation button (found under the Animation tab) to prevent the mesh from relocating.</li>
<li>Dynamically parent each of the weight map deformers to each of the locators of the IK chain.</li>
</ol>
<p>That&#8217;s it!</p>
<p><strong>Remember</strong> When dynamically linking an object to another you need to first select the child, and then the soon to be parent item.</p>
<p>I have made a short screen recording just to show how easy it is. <a href="http://mandarin.no/wp-content/uploads/2009/07/Skinning-IK-in-modo-01.mov" target="_blank">Skinning IK in modo</a> (About 20 Mb <a href="http://www.apple.com/quicktime/">QuickTime</a>) The example I show in the screen recording is not beautiful, but it shows the basic principle.</p>
<p>Happy animating!</p>
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