So, I normally model all of my objects in a T pose. Recently, I have created a robot and needed the joints to line up with the pivot points of the connectors. In doing this the IK was not working as it should because it couldn't calculate properly without a bend. So, I unbound (removed all my weights) and manually rotated…
One final bump. I think I got something working but I really just want to know if there is any method for making the pivot point match the orientation I desire while keeping all the parameters at 0. Anyway, thanks
https://www.youtube.com/watch?v=3zrHn9SornE&feature=youtu.be Is the direct video that shows my problem, with a bit of background on what I am trying to do.
Without seeing your outliner, i cant be sure but it looks like your nurbs curve does not have an offset/parent group. You should do the transforms for the controller on its offset group, so the curve stays zeroed but its transforms are inherited from the parent group. Also with ik handles, it is always a good idea to have…
Shameless bump. I can add a video if you guys need. I really do not know where to go with this and any attempt at finding a tutorial on how to fix this has been unsuccessful. Hence my post here. I only post here when I have found nothing else :(
There is no reason to modify his pose because of an IK handle. It would be preferable to fix your process rather than the result. Your explanation of the issue is very unclear and that's why you aren't getting responses. What do you mean by saying that the IK couldn't calculate properly without a bend? It sounds like…
When you apply an IK in maya you have to have a slight bend between the joints you are creating the IK from. If not, the IK doesnt know how to bend and creates improper results. Like i said, this is not simple to explain and is best explained with a video. Ill make it now. Thank you for the response.