So, I normally model all of my objects in a T pose. Recently, I have created a robot and needed the joints to line up with the pivot points of the connectors. In doing this the IK was not working as it should because it couldn't calculate properly without a bend. So, I unbound (removed all my weights) and manually rotated the faces to match a bent form. Once finished I remapped everything and re-weighted the objects.
ORIGINAL POSE:
https://www.dropbox.com/s/ikkh2s91me2exa6/Screenshot 2016-02-02 18.58.44.png?dl=0NEW POSE:
https://www.dropbox.com/s/8vavtknm5c5tj8p/Screenshot 2016-02-02 18.58.31.png?dl=0The problem with this new pose is that when I attach the nurbsCurves and try to set them up for freeze transformation, they get wonky when I try to rotate the joints.
Rotated in the X axis:
https://www.dropbox.com/s/1iw12p3j63zfwif/Screenshot 2016-02-02 19.00.41.png?dl=0I know why it is doing this, the pivot point is set to world rotation because I freeze transformed it. But, this creates a problem where it twists improperly. I tried to modify the pivot point with the "insert" key but this resets after I unfocus. Which does me not good since I need this to be set on 3 joints. I tried to "pin the pivot point" but that doesnt work. I baked the pivot point but that adds a rotation to the X Y Z, which for an ideal situation is not good. You want to be able to go back to 0 (for animators) instead of remembering the default orientation.
Does anybody have a solution for this? If you need a video of what I am talking about I can make one.... just let me know.
Replies
What do you mean by saying that the IK couldn't calculate properly without a bend? It sounds like you're either saying you don't want a bend or you're saying that applying the IK handle is causing the joints to rotate. IK is meant to bend when used for an arm, if you want an IK solver that doesn't bend then change it to a single-chain solver instead of rotate-plain in the IK handle option box before creation. But I don't think that's what you actually meant.
If it's bending when you apply the IK handle then ensure the rotations on the joints are all 0,0,0. If it's bending in the wrong direction then apply a pole vector constraint from an object offset behind the arm but on the same plane as the arm.
When you apply an IK in maya you have to have a slight bend between the joints you are creating the IK from. If not, the IK doesnt know how to bend and creates improper results. Like i said, this is not simple to explain and is best explained with a video. Ill make it now. Thank you for the response.
Is the direct video that shows my problem, with a bit of background on what I am trying to do.