You want to use an HD IK solver. (History Dependent) Go to the Hierarchy Panel > IK tab and you can define joint restrictions, joint limits, and sliding. HD solvers are a little finicky, especially when you undo. But it should play fine when you hit the play button. In the IK chain you'll want to use a dummy instead of the…
As far as I can tell there isn't a cycle happening. I have one IK solver going from the shoulder to the wrist for the elbow bend. I then have an IK solver from the knuckle of the finger to the tip for the finger bend. The bones are all parented from the hip - chest - and then shoulder down. Then I connect the controller at…
v1.16 of The Rigging Toolbox has just been released. Some bug fixes and general code cleanup but more importantly, stretchy IK is now an option while auto-rigging legs and arms. The stretchy IK solution is fast and will not lag during posing. I've also improved the automated pole-vector positioning to maintain IK chain…
Hey guys and gal's, finished up the rig for her, getting so close to the end i can taste it! This is a skeleton based rig and since I'm aiming for a game end budget, no blendshapes. Instead i built a library of poses and keyed them to a nul group. I decided to leave the arms and legs as just IK's due to there been no real…
It sounds like you need to lock the foot into world space? To do that on any rig you use the built in IK system. In biped they call it "Planted Keys", but all rigs run on the same basic 2 system principle. To lock a foot into world space... You move the time slider to the beginning of where you want to lock it down (IK…
yep I agree, quick rig is meant for just simple rigs that plug into human IK and motion builder. MB and HIK focus on limb and full body IK and motion capture, they don't care about fingers or toes. Of course you can try to graft new systems on top of quick rig/human IK but it will never respect or care about your additions…
Yep. Since you already know Max that is probably the best option at this point, but that really depends on the needs of the project. Do you plan to bring on other animators or outsource animation? Most animators are typically more familiar with Maya, so you might shrink your candidate pool. If it's just you and you know…
This system could be easily built with IK. It would even work well with the non-parallel motion your second image would need to have. Here's a quick example: Create a bone for your control (red). Create a seperate bone chain for the rest of the hinge (green) then create an IK solver from the base of the green chain to the…
The hip/ball joint is basically the same as a clavicle. Conventionally you would rig it to move automatically as a reaction to what the arm is doing. Attempting to include it in the same IK chain as the leg shifts the plane that the IK works in away from the plane that the knee joint needs to bend. The knee of the IK chain…
Being somewhat new to Maya, I wanted an automatic FK/ Ik Switch( similiar in how 3dsmaxs' Biped functions) in order to make an easier transition to the new software. With building a basic ik chain, I've gotten it to the point where all I need to do is select the parts in the hierarchy (in a given order of selection) , then…