Alright so every time I try and add an IK handle to a leg joint chain, and then move the IK handle, it rotates the top joint in the chain slightly. I'm not quite sure what's happening with it so any help would be appreciated! I attached 2 pictures for a clearer explanation Thanks
Hello peeps! I've only noticed this now, so its probably a setting I changed... But here's the problem: when ever I select the Human IK hip controller in Full Body mode and copy paste a key from my time line, it copies everything EXCEPT the keys on the hips (I can see it in the graff editor)... So I tried using the other…
I'm not sure if spring ik is the right thing to be using. If i was to rig up a tail to automatically move i would start with a spline ik solver, and set the spline ik's curve to be a nHair and build from there. You have to use interactive playback to see the simulation…
So i'm working with a model that was rigged in max, and i'm animating in maya. Unfortunately the system used to rig the model makes all my joints invisible in the viewport and i'm in need of a few ik handles. Is there any way i can add an IK without having to click the physical joint in the viewport?
Hi, I'm using a IK Spline system and trying to animate a snake in the 3ds Max. The snake will need to coil and rotate around itself but the IK Spline Twist is making it twist when it is in a determined angle, I try everything to stop this behavior but don't have success... Do someone to know a way to deal with it? Thanks!
Hello. I have some problem with rigging in maya. I'm setting IK handle for leg, but its not work berry well. Its working like these picture. I did reset joint orientation, and reduce joint quantity. I don't know why IK handle work like these. I did checked its rotate plane solver. I hope i know the solution. I'm Korean, so…
I have a model with multiple parts(meshes) rigged in Maya. I want to animate it and then render it in Toolbag. Whenever I try to do this however, marmoset ignores my IK handles, so any animation I have made contains everything I do in terms of FK or set driven key type stuff. But everything I have done with IK handles…
Hi there looking for someone able to fix our normal rig in Maya into an IK rig where the head translation will move the body. So if the head swivels to the right the body bends to meet it, I also want normal hand IK's as well. Weights may need to be redone or touched up to fix any underlining issues. If you're able to do…
I'm not sure what app you're using, but FK is Forward Kinetics which means the joints are solved in their parent order, IK is Inverse Kinetics which means they are solved in reverse. IK typically there is a end node that you move around and all the joints figure out where they need to be. With FK its the default bone…
Hi all. I've encountered an issue in maya 2017. I am currently building a squash stretch rig for an animated character. I have working IK stretch on the arms using the MDN / CND nodes (simple enough to setup) and it works great. I then tried to do the same for my leg IKs and seem to have unleashed satan himself. :s When…