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  • Posted by Klaxon on February 16, 2007 at 5:10 pm

    Is there a way of achieving the functionality of bones and even inverse kinematics? Is it possible using expressions or scripts
    to, say, construct an articulated figure with limbs and joints pinned together at anchor points? I know its possible to join two layers with a third (the ball and paddle)but this would be more complex. At least one layer would have multiple attachment points
    and there is the need for successive joints, (shoulder-elbow-wrist-knuckles etc. Then have the layers from a Photoshop file form a figure that can be animated in AE.

    Filip Vandueren replied 19 years, 2 months ago 3 Members · 3 Replies
  • 3 Replies
  • Erin Shelby

    February 17, 2007 at 3:10 am
  • Klaxon

    February 17, 2007 at 11:29 am

    Thanks echo, Dan You are a genius.

    This is exactly what I meant.
    Presumably this can be used to bulid a multi-limbed multi jointed
    figure that can have any A/W bound to it?
    Are there any resources anywhere that has templates already made?
    thanks again for replying so quickly.

  • Filip Vandueren

    February 23, 2007 at 4:57 am

    Dan’s script uses some trig to calculate 1 angle for 1 joint. (in 2D IK)
    I don’t think it’s possible to modify _this_ expression to work for multijoined chains…

    I guess it is writeable, but the whole thing becomes such a gigantic pain, because Expressions don’t have common functions, you might end up copying 32K of text into the rotation parameters of every layer…

    BTW: for 2D work like this, I think Forward Kinematics works good enough for arms, I just apply this script to the Pelvis – Knee – Foot

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