
I am rigging a character for an FK/IK switch setup, but I am running into this issue seen above. When I add the IK solver (ikRPsolver) to the joint chain, it seems to "bump" it a little out of my original joint orientation set up. And... I have no idea why it's doing that. I do have a feeling that it's going to cause me trouble, though, especially when it comes to the FK/IK switch.
Have you guys ever faced this problem? If so, how did you fix it?
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Okay so I got somewhere with this. The pole vector object (blue sphere) was just in the wrong spot. I needed to snap it to the original joint and not the joint with the IK solver on it. Bit of a goofy mistake. X)
However, as you can see by the image, the joints have still rotated a bit. Is that still going to be an issue for the FK/IK switch?