Marcel
03-26-2004, 09:25 AM
I have an Arm rig which is animated by both FK and IK. The Elbow has an orientConstraint to a nullgroup, which is parented to a Nurbs circle (the FK control object).
The orientation is exactly the same when the IK/FK blending is at either 0 or 1, but the value in between cause a very strange rotation. When the blend is at 0.5 the joint rotates exactly 90 degrees over the y-axis (the y-axis is pointing to the next joint).
Anybody knows what is causing this weird problem?
I've already tried deleting the IK handle and building the rig again, but no luck with that. The IK handle has a Pole Vector Constaint, and I've used 'set preferred angle' before creating the handle.
Stickyness on or off doesn't help either.
The nullgroup which is in between the FK control object and the lower arm bone is to get rid of the rotation of the FK control object when I apply the orientConstraint.
I did mess around with the local rotation axis of the joint (they need to be set to a certain orientation as an game engine requirement)...could that be the problem?
The orientation is exactly the same when the IK/FK blending is at either 0 or 1, but the value in between cause a very strange rotation. When the blend is at 0.5 the joint rotates exactly 90 degrees over the y-axis (the y-axis is pointing to the next joint).
Anybody knows what is causing this weird problem?
I've already tried deleting the IK handle and building the rig again, but no luck with that. The IK handle has a Pole Vector Constaint, and I've used 'set preferred angle' before creating the handle.
Stickyness on or off doesn't help either.
The nullgroup which is in between the FK control object and the lower arm bone is to get rid of the rotation of the FK control object when I apply the orientConstraint.
I did mess around with the local rotation axis of the joint (they need to be set to a certain orientation as an game engine requirement)...could that be the problem?
