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Setting up inverse kinematics

From: MODO 501 Essential Training

Video: Setting up inverse kinematics

Setting up rigs in modo, whether it's a schematic or inverse kinematics, is not so difficult to do once you understand the process. In the previous video, I showed you how important those centers were to rotating the tires on a car. Well, they're just as important if you are going to set up an arm that you wanted to animate. Now I've got two of them set up here, and I want to show you the difference. First we have a nice little arm right here, and I can go back to the Items. And each one of these is a separate item, separate mesh layer, and that's important because I want to animate each one of these. But notice that the root of it is down at the 0 axis.

Setting up inverse kinematics

Setting up rigs in modo, whether it's a schematic or inverse kinematics, is not so difficult to do once you understand the process. In the previous video, I showed you how important those centers were to rotating the tires on a car. Well, they're just as important if you are going to set up an arm that you wanted to animate. Now I've got two of them set up here, and I want to show you the difference. First we have a nice little arm right here, and I can go back to the Items. And each one of these is a separate item, separate mesh layer, and that's important because I want to animate each one of these. But notice that the root of it is down at the 0 axis.

That center is at the 0. And very much like the car wheel, we need that center to be assigned to each one of these appropriately so that it can bend. And why do we want to do that? Well, here is another variation of it. On this one, if I take my Move, I can actually grab the tip and I can move this around, and I can just pick things up using constraints, which is in the Modifiers tab. And that allows us to actually parent an unparent over time as we need. But on a larger scale, this inverse schematics setup is very easy to do, and you can set it up for all kinds of things, like desk lamps and arms for characters, robots, things like that.

So let me show you how to set this exact thing up with this set right here. First, you need to make sure that the parenting structure is just the way you need it, meaning that the arm would be parented to the elbow, just like it would be on your own arm. Then the elbow has to be parented to the base. So I am just dragging each one of these in. So the arm is parented to the elbow, which is parented to the base. For the arm, we need to have that pivot, or that center, down at the bottom.

So I am going to select the base, and even though it looks like it, we are going to make sure it's accurate. We are going to set a few polygons here and then press the L key and then Work Plane > Align Work Plane to Selection. We will choose a center and then, just like we did earlier, in the Setup tab, we are going to set to Work Plan Position. Next we will take the elbow, and we can take the polygons right here in the Center, press the L key for loop, Align Work Plane Position to the Selection, choose the center, which I know is way back here, so we will zoom out, and then we are going to set that to the Work Plane Position.

It's important to set up the polygons in the center. If I chose just the end, it could work okay, but we really want that centered, and we want that Center item centered. And then finally, the arm itself. Now you would think that the arm would pivot from here, but its not. The way the inverse works is that we are going to grab it from the tip up here. So, back to polygon mode. We will select a few polygons here, press the L key to select a loop, then Align Work Plane to Selection, select Centers, choose that center, and then Set to Work Plane Position. Then we will save of course.

Finally, all we have to do is apply the inverse kinematics, and the way to do that is to select the base, hold the Shift key, select the arm, and we will see that all three centers are now in place. We are going to go to Modifiers and hit Apply IK, inverse kinematics. Now you are going to get a little warning here that's saying that they are needing to be on different axis and click OK, and it will be fine. So just click OK when that comes up. And what you will end up with is a Base IK goal, and it puts a math functions there, a dual joint plane IK, automatically adding this.

You don't have to do anything in the Schematic window. And what's nice about is that we still have our parenting structure set up, but this is now assigned to those, and what that means is if we press the Y command, we can click and drag this around, just like that. Now I probably would go back and take this polygon and attach it to the base rather than to the elbow, because that's rotating with it, and that's only because I have placed it, that final polygon, in the elbow. So, not a problem to change that. But the idea here is that you can very easily set up animations within inverse kinematics. I think some people often scared when they here that term, but it's not that difficult.

modo's inverse kinematics work on three items, so that's what we've done here. So you have an arm, an elbow, and a base, and then you can always just grab that and move it around. Very easy to set up and very easy to use when it comes to more complex animations.

Show transcript

This video is part of

Image for MODO 501 Essential Training
MODO 501 Essential Training

80 video lessons · 4570 viewers

Dan Ablan
Author

 
Expand all | Collapse all
  1. 2m 21s
    1. Welcome
      55s
    2. Using the exercise files
      1m 26s
  2. 42m 37s
    1. Understanding the interface
      4m 30s
    2. Understanding the workplane
      5m 7s
    3. Understanding Action Centers
      4m 12s
    4. Working with the modeling tools
      5m 10s
    5. Understanding surfaces
      7m 12s
    6. Selecting elements
      7m 33s
    7. Understanding the elements of a 3D model
      4m 3s
    8. Understanding symmetry
      4m 50s
  3. 1h 2m
    1. Building a model
      8m 56s
    2. Editing geometry
      10m 39s
    3. Controlling geometry
      10m 31s
    4. Bending geometry
      6m 42s
    5. Adding detail with edges
      5m 37s
    6. Editing polygons
      10m 27s
    7. Extending polygons
      9m 34s
  4. 42m 53s
    1. Understanding subdivisions
      3m 49s
    2. Understanding Pixar-based subdivisions
      2m 48s
    3. Creating a basic model
      7m 51s
    4. Beveling with subdivisions
      6m 6s
    5. Adding detail to models
      8m 54s
    6. Deforming and shaping objects
      7m 48s
    7. Cloning
      5m 37s
  5. 49m 32s
    1. Creating with Radial Sweep
      4m 44s
    2. Working with text
      8m 40s
    3. Understanding replicators
      7m 22s
    4. Instancing objects
      7m 0s
    5. Working with Curve Clone
      4m 36s
    6. Working with Curve Extrude
      2m 25s
    7. Modeling with Array
      8m 50s
    8. Understanding Mesh Paint
      5m 55s
  6. 1h 4m
    1. Introducing the Shader Tree
      4m 32s
    2. Exploring layer-based shading
      4m 29s
    3. Creating surfaces for polygons
      7m 41s
    4. Editing surfaces
      7m 4s
    5. Applying procedural textures
      7m 38s
    6. Applying image-mapped textures
      6m 2s
    7. Working with transparent images
      5m 48s
    8. Adding bump maps for realism
      8m 49s
    9. Enhancing surfaces with specularity and glossiness maps
      3m 25s
    10. Creating a reflective surface
      3m 27s
    11. Working in glass
      5m 28s
  7. 39m 9s
    1. Building 3D scenes
      2m 49s
    2. Working with different light types
      8m 26s
    3. Lighting a 3D scene
      12m 51s
    4. Reflecting light
      5m 23s
    5. Lighting environments for realism
      4m 18s
    6. Blending light sources
      5m 22s
  8. 21m 1s
    1. Understanding the MODO 501 camera
      5m 39s
    2. Setting up a camera
      5m 42s
    3. Placing multiple cameras
      7m 11s
    4. Animating cameras
      2m 29s
  9. 29m 58s
    1. Understanding the timeline
      7m 16s
    2. Adding and controlling keyframes
      3m 22s
    3. Fine-tuning keyframes in the Graph Editor
      6m 17s
    4. Animating nontraditional elements
      4m 31s
    5. Animating colors
      4m 39s
    6. Animating displacement maps
      3m 53s
  10. 13m 57s
    1. Working with Hair Guides
      3m 18s
    2. Creating human hair
      4m 7s
    3. Creating the hair's surface
      1m 30s
    4. Generating animal hair
      1m 48s
    5. Building enhanced hair textures
      3m 14s
  11. 26m 21s
    1. Working with the painting tools
      6m 14s
    2. Painting on multiple layers
      9m 37s
    3. Sculpting models
      5m 45s
    4. Tweaking and finishing with the sculpting tools
      4m 45s
  12. 25m 56s
    1. Working with the Schematic interface
      1m 20s
    2. Understanding channels
      4m 9s
    3. Building a channel-based animation
      5m 51s
    4. Creating a schematic network
      6m 26s
    5. Setting up inverse kinematics
      4m 29s
    6. Adding the finishing touches on schematic rigs
      3m 41s
  13. 26m 47s
    1. Understanding resolutions and rendering
      12m 43s
    2. Setting up a render project
      4m 51s
    3. Rendering to movie files vs. image sequences
      9m 13s
  14. 3m 23s
    1. Exporting an object
      1m 2s
    2. Exporting a full scene for backup
      2m 21s
  15. 2m 2s
    1. Next steps
      2m 2s

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