I'm still fairly new to rigging in Maya so forgive me if this is a bit of a nooby question.
I'm having a consistent issue every time I rig. Basically, unless my joints are almost orthographically straight, my joints will bend and twist ridiculously when I do a simple drag of the IK along the Y axis.
I'm following along on Digital Tutors to ensure I'm doing everything properly and this issue still persists. I've got some screenshots to highlight the difference:
The joints start out alligned with the character leg. The first image is as I pull it up right above the knee
Then as I move it up even more, the knee flips around to the opposite side of the body.
I've tried Pole Vectors but it still has this weird twisting behavoir. By comparison, this is the Digital Tutor Rig as I do the same thing:
The leg goes up much straighter
And then when I go up even higher, the leg still points forward and the IK flips over nicely rather than spazzing out. (Even without any Pole Vectors designated for it)
I'm sure there's probably a very simple answer to this but it's completely alluding me at the moment. Any help would be greatly appreciated.
Replies
I made it straight in the side view but then I conformed the joints to fit to the geometry. I thought this might be the problem, but I was under the impression that moving the joints or rotating/rotating their orient wouldn't make it flip out so radically.
Is there a preferred way to conform the joints to the geometry or is the goal to just ensure they're as straight as possible for IKs?
This is an example of a recent rig I did.