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Feature Focus: Limb IK

Adobe Employee ,
Jun 23, 2020

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Arm IK is now called Limb IK and can control the bend directions and stretching of legs, as well as arms. For example, pin a hand in place while moving the rest of the body or make a character's feet stick to the ground as its squats in a more realistic way.

 

Check out the following walkthrough video for Limb IK:

 

 

Try out Limb IK using the following example puppets!

 

Note: Limb IK and Walk behaviors on the same puppet might cause issues because both want to control the same handles. If you do have both behaviors applied, consider turning off Limb IK when animating walk cycles, and turning off Walk when doing general body animation. Limb IK should work fine in side and 3/4 views.

 

 

(Use this Beta forum thread to discuss this feature and share your feedback with the Character Animator team and other Beta users. If you encounter a bug while using this feature, let us know by posting a reply here or choosing "Report a bug" from the "Provide feedback" icon in the top-right corner of the app.)

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Feature Focus: Limb IK

Adobe Employee ,
Jun 23, 2020

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Arm IK is now called Limb IK and can control the bend directions and stretching of legs, as well as arms. For example, pin a hand in place while moving the rest of the body or make a character's feet stick to the ground as its squats in a more realistic way.

 

Check out the following walkthrough video for Limb IK:

 

 

Try out Limb IK using the following example puppets!

 

Note: Limb IK and Walk behaviors on the same puppet might cause issues because both want to control the same handles. If you do have both behaviors applied, consider turning off Limb IK when animating walk cycles, and turning off Walk when doing general body animation. Limb IK should work fine in side and 3/4 views.

 

 

(Use this Beta forum thread to discuss this feature and share your feedback with the Character Animator team and other Beta users. If you encounter a bug while using this feature, let us know by posting a reply here or choosing "Report a bug" from the "Provide feedback" icon in the top-right corner of the app.)

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Jun 23, 2020 2
Explorer ,
Jul 03, 2020

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I really like this behavior. Brings the character to life even when the settings are subtle. And for all those Canadians who were looking for a quick way to make their character skate... Limb IK --> Legs --> Pin Left and Right Heel to Puppet. Boom.

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Jul 03, 2020 2
Community Beginner ,
Jul 22, 2020

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This new feature is really great! I've had to get creative whenever I had characters that needed to sit down or stand up from a desk....and the pin feature is really cool.

 

I had only a couple minor hiccups (and maybe I'm just doing something wrong). The first issue I had was with the Reverse Leg Bend. Whenever I have that selected, the ankle doesn't seem to want to move right with the leg...it kind of flips around haha (see picture below).

Reverse Leg BendReverse Leg Bend

The other issue I had (and this one is more minor). Now that I have the Limb IK added, and have gotten rid of the pins, my character's head doesn't just move when I move my head - his hips move as well in a sort of floating delayed manner. I'm not sure if there is anything that can be done about this or not. Below are video examples of what I mean. The first being the original pinning way, and the second video is with the Limb IK added.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Those are my only two issues with it though - everything else was great! I can't wait to utilize the new features in my workflow.

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Jul 22, 2020 1
Adobe Employee ,
Jul 22, 2020

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Thanks for the excellent feedback!

 

If you can DM me the File > Export > Puppet we can take a closer look at the flipping ankle issue.

 

I have felt the same about your head/body moving issue - no one moves like that. If I'm understanding correctly, you would prefer to have the head move/pivot more and the hips less. If there was a control to prevent or minimize the strength of the body movement (aka the influence of the head), so it looks more like your first example but with knee bends and the other benefits of Leg IK, would that solve your issue?

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Jul 22, 2020 0
Community Beginner ,
Jul 22, 2020

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Thanks for the quick response! Yes...exactly. That would 100% solve my head/body moving issue. I will send you the puppet separately for the ankle issue.

 

Thanks again!

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Jul 22, 2020 0
Explorer ,
Jul 23, 2020

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I would second that. i have already mentioned this several times, where recording the head movement only causign the body and arms to shake or shudder. It would be good to be able to lock down everything that does not need to be moved during a take.

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Jul 23, 2020 1
Adobe Employee ,
Aug 14, 2020

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Hi @spefferly,

 

There's a possible fix for the ankle twisting issue in the just-posted Beta build update (3.4.0.128). Can you try it and let us know if it's working better for you now?

 

Thanks for reporting this issue!

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Aug 14, 2020 1
Community Beginner ,
Aug 14, 2020

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Thanks Jeff! Whatever you guys did - it seems to have worked!!!!

Reverse Leg Bend - Fixed.png

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Aug 14, 2020 1
New Here ,
Jul 28, 2020

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Just some thoughts. 

When going through the Eliza Character, I noticed that her toes were stuck to the ground.  Is that because she has a walk function?  When I removed the tag on the toes, she went into a weird gallop walk.  The Chloe, Dragger and  the BOT Characters are stationary front Facing.  Also when jumping, Eliza's toes point down (more realistic), and the other characters stay in their position.  They seem to be rigged the same way.

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Jul 28, 2020 0
Adobe Employee ,
Jul 28, 2020

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Hard to say for sure with Eliza - the walk behavior has a new "pin feet to ground" checkbox (see https://community.adobe.com/t5/character-animator-beta/feature-focus-pin-feet/td-p/11301057?page=1 so that might do it, or if you're using the 3-view version of her that has a staationary view. Bottom line: I wouldn't mix Limb IK with Walk except for a stationary view where you want some stationary limb bending. Otherwise I think the two can run into conflicts because they're both looking for the same limb tags like elbows and knees.

 

For the toe direction when jumping, try adjusting "ankle flexibility" - higher percentages seem to make them point down more.

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Jul 28, 2020 0
Adobe Employee ,
Jul 30, 2020

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Update: Here is an updated version of LimbIKbot that does a bit of a hack to get more head tilting and less body tilting. Thsi was a technique I first found out about in a Digital Puppets video. It's not perfect, but hopefully it's a viable workaround for the head/body issues.

 

Adobe character Animator Tutorial: How to improve head movementsAntony Evans, co owner of Digital Puppets, presents another CH help video, where he explains how...

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Jul 30, 2020 1
Community Beginner ,
Jul 30, 2020

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This is great! Worked like a charm. So much more flexibility now with different scenarios!

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Jul 30, 2020 0
Community Beginner ,
Aug 16, 2020

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Can't seem to find the limb IK, i installed it but I only see the arm IK there on the list, what am i missing?

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Aug 16, 2020 0
Adobe Employee ,
Aug 17, 2020

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Did you update to the most recent version of the beta? Limb IK will only show up in the latest beta versions. If you're still seeing Arm IK, you are most likely in an older build or the public release. If you're still seeing it in the latest version (x128) please let us know.

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Aug 17, 2020 0
Community Beginner ,
Aug 17, 2020

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I didn't realize I was suppose to open CA (Beta), I opened the CA. I got it. Thanks!

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Aug 17, 2020 2