# Posts tagged ‘Calculus’

I tend to think in small chunks – I break down an idea, work out each part and then put it back together hopefully. I’m trying to use this approach with dynamics – I’m looking into a simple system to handle a variety of situations. Currently I’m thinking of simple spherical detection. This method use just a diameter from a point – its a simple system, but it might be scalable for more complexity.

Dynamics I find very hard to get to grips with, I have to take it very very slowly. Just understanding derivatives is hard, as its the function of the equation. Its also very fragile as a system – finite tweaks make big changes, especially in complex systems. My aim is to build simple systems that can be ‘bolted’ together right across the board from dynamics, to transformation stuff. Its sort of the middle man of rigging. I’m not the string or the parts of the puppet, im the knots that tie the string to the parts.

I posted this at cgtalk

Has anyone though of using VCK with a transposed arc length method to get rotations about the elbow? Basically VCK ‘vector coupled ik’ is an ik chain driven by the vector magnitude to positioning the goal whilst having standard rotation for general fk, it basically allows you to break the ik and add nice arcs to the animation – the problem i see with it is you cant drive about the elbow. But what if we use a transposed arch length method, which would ontop drive the general rotation and the magnitude we could get rotation about the elbow- this could even have its own fk controller driving additively over the top i think -you need just a few variables such as bone length, as you drive it as an additive to the main control i.e a layer over the top.