Hello, a Maya rigger here, been struggling recently with rigging in Blender. been having problems trying to set up a wrist twist with a single bone for a game rig, the current set up I have is with it parented under the wrist bone and aim constrained to an empty at the tip of the upper arm joint and a copy Y rotation constraint, works well enough in the bind pose, but anything involving moving the IK pole vector controls leads to some very unnecessary collapse for forearm geometry. And any searches iv'e done mostly turn up results involving Rigify. Any suggestions?
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Problem with this one is automatic weights wont be as good as a two forearm bones in a chain.
(edit) whoops didn't test it properly and it doesn't work, I need this working too. Will let you know if I figure it out
https://dl.dropboxusercontent.com/u/1693140/Arm_multi_bone.blend
(Initial rig/model is not mine, found it on blend swap or a forum while looking for examples of forearm twisting and then modified it to work)
Feedback would be good. After reading your post I noticed my previous twist rigs didn't twist when the IK pole was moved, would really prefer the twist bone to be in a chain between the upper forearm and the hand.
If you're using unity please take a look at my other questions here http://polycount.com/discussion/161664/mecanim-questions-clips-not-updating . Feels like it's got lost with the new forum updates being harder to navigate and see whats new.
I would prefer to have the infinite wrist turn effect I could get with a maya set up but this way seems to work for now.
You might be able to get infinite wrist twist using Transformation constraint and extrapolate while keying with euler, doubt it will work rotating past -180 or 180 in the viewport as it seems to loop round.