So I am using the ART tools within Maya, working on a project that requires the use of the IK bones. So originally I thought just having the bones present was enough (As it was for previous projects) and let the engines code drive the bones.
However on this project the bones need to be constrained within Maya to the ankle and wrist controls so when I export the IK bones follow the respective part.
The position comes over fine however I find no matter how I constrain things within Maya the orientation just doesn't match which is obviously causing issues in engine. Any help pointing me in the right direction would be awesome!
I have attached two images, one of the Foot control then the other of the IK bone I am wanting to match to the foot.
I have tried resetting the transforms of both the IK joint and the
foot controller. I have tried parenting it using both regular parent
constraints and separate point/orientate constraints! I have matched the
local axis of each part so I am at a loss here.
Oh I have already done the animations for the character, I just need to get this issue sorted without ruining any of that.
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Edit: Well what do you know, simple as that. I am disgusted I didn't think of that sooner, as always @Hito you are a god send.
Edit 2: I lied, nothing but lies the IK joints still do not match the rotational values of the wrist/ankle joints. Dun dun duuun.
doubt you'd ever be able to get them to match even if you wanted to since the joint translate and rotations are all parent space values.