Hey guys, just a minor problem I cannot get around. I thought it was to be fairly simple. So I want my IK Control to RotateY and for the IK's Twist to do the opposite. I've used a multiplyDevide node to invert the values. But it's given me no effects. The twist still moves equivalent to the Rotation...? And I want to avoid…
Okay, found it, and I pass it along to folks that may need it. 1.) Pick a Biped Bone and click the little wheel at the top of the side panel. 2.) go down until you see the "KeyInfo" tab. Open it up. 3.)Below the key icons there is a list of Options. +TCB+IK+Head+Body+Prop 4.) hit the plus next to IK. 5.) Hit Select Pivot.…
Wish I could be of help, But I have the time issue... The pole vector is generated between the two IK control points and regardless of joint orientation it will build it in the direction it shows during the preview. If anyone knows how to fix it would be appreciated! edit: Ok so I managed to solve the issue. Basically the…
"Then make sure that both of the arms are IK linked to the gun. The gun will jump around and move the arms with it. Much easier." how do you do this? I tried the HI solver and the other IK stuff but that dotted line won't appear. also, I tried to link the forearm to other objects but it wouldn't work.
The IK solver will try to place the knee based on a plane created by the three points (your hip, knee and ankle). If you want the knee to only go forwards in Y, you need to make sure the plane is flat in Y when you create the IK. The easiest way to do this is to make the leg completely flat in Y when you apply the IK. If…
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…
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…
So I have a robot rigged for school. I'm on a crunch so I really can't go back and undo things to redo them. I need to animate at least a walk cycle. The issue is that I have hip controls that when working correctly, should allow me to rotate the whole leg so that I can have the foot controls, with an IK handle attached…