Hey, 

 

I've been trying to implement IK onto our models in a multiplayer OB mod and
have been running into numerous issues. 

 

1)The legs have a tendency, when near the max of the chain, to spaz out.
(Basically it looks as though it is trying to find the ground to put the
feet on, but fails and then tries again. It causes the offending limb to pop
up and down.

 

2)Unlike in Lost Coast for example or models are not fitting to the terrain
in a similar manner to that of combine soldiers for instance. Their idle
anim has the knees with literally no bend which means they are the length of
the ikchain at rest and even though this is true they can still walk up a
stairs with a proper feet to stair alignment. When our model tries to rest
idle on a set of stairs the leg on the highest stair is looking good, but
the other foot just floats in the air as if IK was not on.

 

Here are my QC commands that I have been toying with:

 

The ikchains:

$ikchain rfoot "valvebiped.Bip01_R_Foot" Z 0 knee 0.707 0.707 0 center 4 0 0
pad 2

$ikchain lfoot "valvebiped.Bip01_L_Foot" Z 0 knee 0.707 0.707 0 center 4 0 0
pad 2

$ikautoplaylock rfoot 1.0 0.1

$ikautoplaylock lfoot 1.0 0.1

 

And then examples from our idle animation:

$animation a_idle "idle1" { loop weightlist HipsLowerbodyReplace

      ikrule lfoot footstep 3 

      ikrule rfoot footstep 3

}

 

I have 3 there because I assumed it would map to IK_GROUND in code, but it
does not. I've also tried in my ikrules contact 0 and height 24 with no
noticeable difference resulting.

 

With these settings currently the legs only seem to have very little range
in the idle because it sets the model height to be based off the highest leg
instead of the lowest leg and so when model is at a little ledge with ground
not very far below the leg can't reach because the idle has the legs almost
full extended.

 

Thanks

Chris

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