Bohdan Diachenko
about 2 years ago
Hi.
You can parent some object to freeik bone through constraint but you can't do the opposite right now.
I still hope to fix that in future versions,it would be a nice feature.
This item has an average rating of 4 from 10 ratings by the community.
If you're looking to animate humanoids, this addon might not be suitable. As the documentation indicates, it lacks the capacity to handle a large number of bones, making it impractical for animating even one humanoid, let alone two simultaneously. However, for non-humanoid animations, this tool could be ideal—if the target armature has a limited number of bones, of course—offering direct access to IK functionalities akin to those found in more specialized animation software. That said, the system itself seems somewhat unstable and unpredictable. Enhancing stability could be achieved with comprehensive, step-by-step documentation covering a variety of scenarios. Without this, users may easily make errors, especially when attempting to bake an animation and revert to 'normal mode'. Clearly, further development is needed. For this price, I can only give it two stars
Please don't waste your time on this plugin. It can't be used to fix Mocap and it can't improve your animation with layers. Its IK processing is similar to AutoIK, but if you make a mistake while animating, it can ruin your work and waste your whole afternoon. Setting up leg IK is not difficult and can be done in three minutes. With the right animation, you won't ruin everything just because of one mistake. You can even fix motion capture and work with NLA. Even before becoming an animator, I bought this plugin, but at that time, I couldn't understand it and couldn't use it. Now that I have become an animator, I tried using this plugin again and my conclusion is that it cannot make you a better animator, and even make you afraid to become an animator.It's just a toy, a way to support someone else's hobby with money. It can't become a professional tool. You can take a look at the Help first to understand it, and don't rush to spend money to support it. The help documentation is poorly written, that's a fact.
This is a nice addon which makes animating a lot easier.
I'm testing it and so far it's amazing, I just have a doubt, if it's resolved it will definitely be 5 stars!
How do I make the character hold objects that are in motion? normally I would use a "child of" constraint, but it doesn't seem to work well in this case.
Bohdan Diachenko
about 2 years ago
Hi.
You can parent some object to freeik bone through constraint but you can't do the opposite right now.
I still hope to fix that in future versions,it would be a nice feature.
A really cool addon!
I really appreciate the simplicity of use. Having FK/IK switching on the fly is something I find really useful and the "pinning" is very smart :)
In the future I would love to be able to "pin" bones to something like an empty object outside the armature, to have a character hold onto another moving object.
Also in regards to the "compact keying set" addon: I have noticed that the "Linked" attribute of the transform keying set doesn't just add keys to the "connected" bones of the one selected, but for all the bones in the entire armature.
This is slightly inconvenient as it creates a LOT of unnecessary keyframes on bones that hasn't actually moved.
I'm guessing it is not supposed to work like that?
Other than that it is working really well! I hope you keep updating the addon because it really is very awesome :)
Thanks for making it!
Bohdan Diachenko
over 3 years ago
Hi :D
As for external objects,this feature definitely will be implemented.
As for keyframes,yes,it's intended behavior,but restrict keyframe insertion to changed bones only is a good idea,so it will be implemented too.
I am trying it out right now and it really seems to work. This is, of course, then, a wonderful tool. If it will work with humanoid character....? The main thing is that this approach to an animation setup/system with a propoer hud is something that has been missing from Blender ever since Blender has been able to do animation. Honestly, the state of the animation system in Blender is HORRIBLE. Like it's 1995. I fully support the developer in this project and think this is worthwhile investment. Hopefully he/she will keep at it!!!!!!
Bohdan Diachenko
over 3 years ago
Thanks,i will :D
https://drive.google.com/open?id=1OlhBnaPUshFqFpAyyp7u5Pe2n5vxSQHH
i did Animated in 10 minutes using a mixamo fk model with no ik set. Amazing ADDON
Interesting addition, invested a lot of effort, but the implementation requires more job.
Otherwise, the price is not justified.
In the current implementation is not suitable for comfortable and convenient work with animation and skeletons.
So I use it to animate minor objects or very flexible objects, which do not require precise positioning. Or whose accuracy is not critical. (hoses, tentacles... in fact, you can do a lot of really interesting things)
Most cons for me
Unstable, unpredictable behavior of bones in the middle when moving the head and tail of chain of bones (folding into a ring, the counter-moving).
Bad keying for animation. Option "Transform" not used "from box", it is necessary to install a one more addon if you want to animate. Transform release strange, because need to keep in mind that he will rewrite the entire keys for all bones when you make next frame.
But pros i found much more
+ option Pin. The " Pin " function is very cool. I really want and "Pin to..." function, which would also work with default bones or with pin to surface or empty.
+ easy implement and clear scene, when i want delete changes which addon was make with original armature
+ work with b-bone
+ ability to change parent for bones on fly and more....
In fact, there are a lot of abilities for improvement, and I hope that the author will develop it further.
If you want to buy, I would recommend to wait for further development of the addon.
This is an okay addon, but I cannot use this for animations and for cannot justify its price at this point in time. Its only okay for Quickly Posing a character. Needs more work.
I cannot set it so that some bones aren't affected.
Example, Collar bones. If you move the hand, Some times you don't want to go past the collar bone, because it just Goes to far breaking the arm to an unnatural position. But if you Pin it, its not being effected by the body. requiring to keep pinning and unpinning.
And its this reason why its not a great replacement for Ik Rigs.
(A ability, so thats you can change how much its being influenced at a time, like making the collar bone being affected at 15% when you move the hand, but when you move the chest it'll move 100%
(Another example, is that If you character has 2 bones for twisting on the fore arm and 2 on the upper arm, its just not going to act as you'd want it to with this addOn)
The rig scrambles on it self often, I think there should be settings or tools to help constraint. Like Limiting the rotation.(this would help for the elbos, arms and spines.) And IF it does scramble, You have to Manually reset everything, as Resetting the position using the hot keys(Alt+R/G)
So if you see your spine is just starting to break, and if you try fixing it, and then it starts to break the upper spine. Just pin everything aside the bones are starting to break.
(or just Bake/Unlink, Reset position, then 'Relink' it. Its sorta annoying, but there is some workarounds.
Auto keying doesnt work as stated on the documentation. But isnt unable to at least set it a hot key, without digging through a Pie menu every bone is very annoying. And is the biggest reason why its very difficult to use and cannot recommend it in this current state.
I can see where this addon wants to go, but it falls short.
This addon is ment to Speed up rigging to animation. But its to difficult to animate. There is to much Counter-Animation Involved. Rigs will not act appropriate.
So wait till issues are fixed, features are added, or price is dropped.
Bohdan Diachenko
about 5 years ago
Hello.
To insert keyframe on transforms you actually can set up a hotkey.
As for pinning, you can key this property on all selected bones at once from pie menu.You don't need to call it for each bone .
As for posing ,with current solver bone chains act like rops,which is not always convinient.
In the next update i want to introduce a new solver.It will have a mode similar to standart IK solver.
That should resolve described problems.
OK, I bought your new addon. Now please update Ragdoll ! lol
About this addon: It is BAD ASS. It creates a full-body IK with dynamic parenting features, and it does this by unparenting every bone in the chain (or selected bones if you prefer). At first I was worried about this (for game development, parented bones are important)... but it actually allows you to un-link the tool and restore parenting! This is perfect.
Using this tool, a skilled animator is guaranteed to be capable of some pretty crazy stuff, and easily. Thanks for the tool.
Bohdan Diachenko
over 5 years ago
Your welcome :D
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Sales | 400+ |
Rating |
10 ratings
|
Dev Fund Contributor | |
Published | over 5 years ago |
Software Version | 4.2, 4.1, 4.0, 3.6, 3.5, 3.4, 3.3, 3.2, 3.1, 3.0, 2.93, 2.92, 2.91, 2.9, 2.83, 2.82, 2.81, 2.8 |
License | GPL |