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Theme: Adding an Offset to a constraint

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Tim Guthmann
Posts: 1

Hi,

I'm having an issue with the constraint position. I'm using the sample project from Ikinema but i'm having the same problem with my personal project. If I move the constraint away from the wrist in the editor. 

https://imgur.com/a/wOJLLvS

When the alpha is set to 0, the constraint is snaped back to the wrist

https://imgur.com/a/JGV378A

And the offset comes back when is alpha is above 0. But the are some snapping is the animation and the result is pretty bad.

https://imgur.com/a/Cpbu43H

Am I doing something wrong or is this intended ? I saw in the sample project that you add an offset in blueprint instead of adding the offset to the constraint in the editor.

 

One other question not related : what is the tip offset ? I can't figure out its effects.

 

Thanks for your help, Tim.

Simon W
Posts: 362
Answer №1 [09.01.2019 13:49]
Edited: [09.01.2019 13:59]
Quote of: from 07.01.2019 15:18

Hi,

I'm having an issue with the constraint position. I'm using the sample project from Ikinema but i'm having the same problem with my personal project. If I move the constraint away from the wrist in the editor. 

https://imgur.com/a/wOJLLvS

When the alpha is set to 0, the constraint is snaped back to the wrist

https://imgur.com/a/JGV378A

And the offset comes back when is alpha is above 0. But the are some snapping is the animation and the result is pretty bad.

https://imgur.com/a/Cpbu43H

Am I doing something wrong or is this intended ? I saw in the sample project that you add an offset in blueprint instead of adding the offset to the constraint in the editor.

 

One other question not related : what is the tip offset ? I can't figure out its effects.

 

Thanks for your help, Tim.

Hi Tim,

 

Alpha Values

To give an explanation of the alpha values. When the alpha value is set to zero for a specific task. The task target is automatically generated by the node and it will be equala to the task bone transform in the input animation. For example, if you were to set all the alpha values to zero then the character would follow what ever input animation you pass into the node. Setting the task alpha to zero  is not the same as disabling the task. The task is still active but it is following the input animation. 

If you are passing custom generated task targets then their alpha should be non zero. An alpha value between 0-1 will be a blend between the task bone transform in the input animation and what ever transform you are feeding as a task target. 

Does that make sense? Let me know if there is anything you would like clarified. 

 

Tip Offset

The tip offset is intended for specific use cases and it does not sound like it would be of use to you in this situation. 

Moving the constraint in the rig editor adds a tip offset to the task and turns it into a 'parent constraint'. This means the task target you feed it will have the tip offset applied to it but it will likely come with an additional rotation that you did not expect. The way to visualise the effect in the rig is to add a tip offset, when you apply a rotation to the task target (when it has a tip offset), the rotation happens around the sphere and not the task bone. 

The best way for general purpose use is to make sure that the task targets you generate include what ever offset you want to add in the first place. For instance, find a way to calculate your desired offset and then add it directly to the task target in the SetupIKinemaNodes.  

 

Hope that helps. 

 


You must also choose either Action for Maya or Action for MotionBuilder as a part of the package.


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