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Orkman
12-24-2003, 04:33 PM
Ok I finally rigged a character, but now when I "move" say his hand it rips off the body. I enabled IK and thought the rest of the arm should follow, but it does not. I am using the model from 3DCafe of the baseball player for practice.

The heirarchy is correct so I don't think that's it. Anyway any thoughts would be helpful!

SplineGod
12-25-2003, 12:29 AM
Could you post up an image showing your setup?

Orkman
01-05-2004, 09:38 PM
Yeah sorry, I was out of the office for a week or so.

http://www.theframingsource.com/harkerinteractive/lw_brokenhand.jpg





Brook

LittleFenris
01-05-2004, 10:03 PM
i have the same problem when i rig a character...it just rips the bone and the part right off the body. i enabled IK and all that...i must be doing something wrong. they are skelegons i changed to bones BTW...so they are parented to each other by default. :shrug:

Orkman
01-05-2004, 10:10 PM
Yeah I did skelegons to bones as well. I am a former Animation Master user, and remember that when I moved the hand the whole arm would follow...but it's ripping off the body in LW!

If anyone has a good URL for rigging (for a newbie) please share!

LittleFenris
01-05-2004, 10:26 PM
www.thomas4d.com has an awesome rigging tutorial on it, i just haven't had time to take a full look at it.

Heres the direct link:

http://www.thomas4d.com/lwt1.htm

Orkman
01-05-2004, 10:38 PM
Thanks Tornado!

kretin
01-05-2004, 10:44 PM
For IK arms you ideally want a null as an IK Goal for the hand bone, this way the arm/hand will never stretch/move further than it's able to.

If you want to use the hand bone as an IK Goal (which I personally don't recommend) then you'll need to make sure the hand geometry is attached to the forearm geometry, and beyond that animate it very carefully to minimise stretching.

LittleFenris
01-05-2004, 10:48 PM
Originally posted by kretin
For IK arms you ideally want a null as an IK Goal for the hand bone, this way the arm/hand will never stretch/move further than it's able to.

If you want to use the hand bone as an IK Goal (which I personally don't recommend) then you'll need to make sure the hand geometry is attached to the forearm geometry, and beyond that animate it very carefully to minimise stretching.

Thanks kretin, I guess its the null IK goal that I am missing in the equation. I'll give that a go later.

kretin
01-05-2004, 11:03 PM
Check out my basic Zombie rig for an example of how I rig IK arms...

Zombie rig (http://www.zerogravity.com.au/lw/Zombie_RigBasic.zip)

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