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second
09-26-2011, 01:59 AM
Hello everyone,
I m having problems with the pole vector in maya when I added it the Elbow_joint moved a bit up.
My character is in T-Pose so the Control is line up "I snaped first to the Elbow_joint and after I moved back". I read some of the older threads and I found that one: http://forums.cgsociety.org/showthread.php?t=683936
About the Aaron Holly's method but I m still comfused.
Could you please help me.
Thanks you

FarleyC
10-07-2011, 06:57 PM
You can create a pole vector in the exact location the ik handle already has. use the vectors given to you when you select the ikhandle (or match it up as close as you can. The next step is to parent the Pole vector to you real control object and move that around.

The second solution does give into the shift, which by the way is very common so you really shouldn't sweat it. Take the x rotation of the joint and but the opposite value of it into the IK twist attribute. so if the x axis rotates 20 you would plug in a -20 into the twist attribute tweak as needed until you get it zeroed out. Usually the other axis tend to zero out too. But as stated before unless their is a really good reason to have it locked to zero don't bother your time is better spent elsewhere.

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10-07-2011, 06:57 PM
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