Hi, I am having an issue where I would move the model with the root_ctrl and the IK doesn't follow it. Like so: This is when the FK/IK switch is turned on FK. If I turn it on IK, this happens: https://imgur.com/a/4ZZ6sf5 I am a beginner at rigging, so I don't really understand the nature of the problem. Does it have to do…
Hi, I am attempting to import a character into a game engine that has IK legs. The problem is when I import it the legs don't move. I need to find a way to bake or convert the IK poses to be FK so I can remove the IK information. Does any one know if this is this possible at all?
Not sure if this is what you're asking about, but this is what it says in the helpfile: "There are two simple rules to follow when mirroring a character rig with bones and IK. The first is that the IK chain's Parent Space has to be set to Start Joint, not IK Goal. The second requirement is that the root of the IK chain…
Hey. I've picked up 3D again after many years and remember back in school we had licenses for 3D Studio Max. I'm using Blender now and don't miss 3dsmax except for the way IK and FK worked in Character Studio. Basically in CS you can create a biped (skeleton) in a couple of clicks with IK controls ready to go. If you grab…
I think the IK handles are being put back in. But version 1 of LT should have Human IK. So kinda similar to Biped in the sense that you can animate humans with IK with it, if that is what you are after.
Hey all, So I've made a simple animation for my game project but I added in IK solvers just to make it easier to animate the sequence because I thought you could easily just bake/collapse the animation to every frame and then delete the IK and the animation would remain intact. However, using the Motion Paths collapse…