Im trying to make a mechanical joint where root is a pivot joint (only rotate around Y), then the middle and end joints are ball joints (free rotation) ive tried to constrain the first bone using the Hirearchy->IK menu, and that does a good job limiting the rotation to nly the Y axis but it causes the end of my limb to…
I have this setup with 3 chains, one dynamic (driven by a follicle like in this script: http://67.23.4.94/downloads/%E5%B1%B1%E5%AF%A8%E7%89%88-cgtkdynchain-enhanced--2/topics ), one that is driven by a spline ik with clusters parented under some typical controllers, and the bind chain. I will set it up so I can switch…
This is on Blender 3.6 using Auto Rig Pro. I have tried changing rest poses, adding new bones for the IK to target, adding constraints on the IK bone, retargeting on a Mixamo rig and trying to target the IK onto that, and none of it has worked.
Hello there, recently I found out a cool method of animating switch between IK and FK without any flip and any pain - through the Animate > IK/FK Keys menu. Instead of using normal keys, you use Set IK/FK keys. Switching between IK and FK is done by checking/unchecking the Enable IK Solver option. If the IK handle was left…
Hey. I've picked up 3D again after many years and remember back in school we had licenses for 3D Studio Max. I'm using Blender now and don't miss 3dsmax except for the way IK and FK worked in Character Studio. Basically in CS you can create a biped (skeleton) in a couple of clicks with IK controls ready to go. If you grab…
Hi, I am having an issue where I would move the model with the root_ctrl and the IK doesn't follow it. Like so: This is when the FK/IK switch is turned on FK. If I turn it on IK, this happens: https://imgur.com/a/4ZZ6sf5 I am a beginner at rigging, so I don't really understand the nature of the problem. Does it have to do…
Hey all, So I've made a simple animation for my game project but I added in IK solvers just to make it easier to animate the sequence because I thought you could easily just bake/collapse the animation to every frame and then delete the IK and the animation would remain intact. However, using the Motion Paths collapse…
So, I have a character I'm exporting to md5 for an iPhone game. The entire mesh is FK except for the legs, which are IK. All the animations look correct in max. However, some of the animations don't make it to the md5 in tact. In some of the animations: standing attacking getting hit The legs don't move. It's as if the IK…
If this is happening when you create the ik handle then its most likely transform related. Check that your rotate values are clean(zeroed), your joint orients are clean(i.e only have values in one axis) and that you translations are clean; the knee and foot should only have a value on one axis, there is also the…
I'm using the 3D Motive Bipedal rigging tutorial. I did a rough skinning pass on the left side of the model, but when I switched from FK to IK on the leg, the foot joint twists. Posing the IK leg deforms the model badly and the knee doesn't follow the pole vector like it should. I followed the tutorial step by step and…