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Adding IK handles through inspector?

polycounter lvl 19
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MikeF polycounter lvl 19
So i'm working with a model that was rigged in max, and i'm animating in maya.
Unfortunately the system used to rig the model makes all my joints invisible in the viewport and i'm in need of a few ik handles. Is there any way i can add an IK without having to click the physical joint in the viewport?

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  • m4dcow
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    m4dcow interpolator
    There should be some way to show those joints, check if they are hidden in the outliner, but you could do a script for this.

    Just add an ik to a dummy skeleton, copy the relevant outputs that get from the command output window, and replace your joint names with the corresponding joints on the imported rig, and run the script.
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