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…
Hopefully someone can help me out here, I can't figure this out. I have a leg setup in Maya (hip, knee, and ankle joint) that has an IK solver on it. I'm trying to get the knee to only bend on it's z-axis. Now, if my leg joints were straight, this would be no problem. However my joints are slightly offset which causes the…
I believe the convention with IK joints in maya is to add pole constraints so the in-between joints orient properly. One question though, why only on the Z axis? I think that would look rather strange.