arm trouble: Ok , im having troubles with this , its sorta the reason things have slowed down on this project ... hopefully my diagram is sorta readable and you can see that i have alot of joints in the arm , im using maya , how on earth do i run an IK chain through this and have it only afect the elbow joints but still…
i must be doing somthing wrong , when i setup the arm , i do it as scott says , but when there is and ik solver attached to the joints on the arm , its can only be twisted by the twist channel on the solver ... yes? , unless i use FK , in which i cant animate with IK easyly. Ive messed with using a defferent solver to the…
Ive hit another snag. where this secondary control rig does work .... its movement dosnt exactly mimik the movement of my bind rig ... its basicly to do with again me changing the rotations, so the (RotateX) bicep on my bind rig is rotated when my control rig rotates the shoulder (RotateX). argh , basicly im gona do away…
You need to put a pole vector in the IF, that will take care of the teist of the arm. But also remember what i said about limiting rotation channels. Make the arm IK an IKrp solver, rather than the standar IKsc solver. Scott
takes ages to rotate the view , and moving a ik handle is even worse... i dunno why, maybee its my system, i always thought it was becuase it has to remember too much history info while deforming the skin.
WOW! i had a break through ... ive solved the long standing ik controler problem ive been having ... and the idea came to me on the toilet!! ... to lots of you this is probly so newbie but hey... well , i have tested it and it works ... its pretty simple and im imbarised i didnt think of it earlyer .... basicly i use a…
the double joints in the knees do work ok and they do use ik, and joint placement is pretty much exactly right as the knee has 2 rotational axis in it if you study it .. my last rig had a 100% accurate skeleton , with the radius and ulna bones rotateing in the forarm , but this led to some nasty deformations in twisting…
Limit the rotations of the shoulder joint So that it can"swing" and "flap", but not Twist. On the Bicep joint, limit it so that it can only "twist". Limit the Elbow so that it can only "swing", Start the IK chain from the soulder, and end it on the wrist. The wrist and hand, you probably want to do as FK, and the "radius…
this is where i am now, it dosnt look like im having much progress , ive sorted out some areas that i didnt like , but things just dont quite look right ... im thinking of trying a different clavicle system ... does anyone know how to move the pivot point of bones that have ik attached, without drawing another bone ...…
Great work so far, but she is really skinny. Her shoulders and upper arms make me want to 'force feed' her She has got a cute face though The biggest deformation problem is definitly at the hips, and results from (I think) joints that are too low. Have a look at the center or rotation on your own upper leg. [edit] I am not…