Frankie, thanks, I got it now ! I was aware of these context-sensitive FK/IK switch buttons ... but it turns out that it was their labelling that was confusing me, and you led me on the right path. So basically, when currently working in IK and wishing to switch to FK (IK to FK), one has to click the "Snap FK to IK"…
@atxr Thanks for the GIF. I can see now that what you want is contradictory: you want the shoulder to be included in the IK chain and for it to move, but you also want the knee to bend. The IK algorithm solves the problem of "how to best rotate the bones in the chain so that the leaf bone (the last one) can follow the IK…
Hi there! I was wondering if I could get some help/advice for my rig. As you can see I'm rigging a horse body, and it's my first time rigging a quadraped so I'm a little stuck with this IK issue. For the front leg, I have the IK bone in the same position as the hoof bone, with a custom shape. I've bent the joints in the…
One cool thing I learned about Blender and IK, is that you can turn it off and on as you need it! I can't remember where I saw it demonstrated, but it was cool.
@atxr do you have a GIF of the problem? That line is just a visualization of the range of bones in the chain. It does not indicate the direction that the bones will bend, which as you noticed is defined by the bend that they already have at bind pose. You can change this by rotating bones in Edit mode until they have a…
@Yadoob - Cool, i'll check that out. I just hope it bakes fine into MDR form (skeletal format) and game engine ik isn't an option. I have breasts, skirt and a flared armlet to shake :)