JesseDavis
12-30-2004, 09:33 AM
Hi all. I think this could be a common problem for beginners, and I've done extensive searching on the topic, but here it goes anyways.
In short, how do I change the way the IK handles rotate the joints without effecting an attached skin?
In long,
So I setup my rig, and character, did the skinning, and setup all the controls. I am now doing my IK setup for the arms (Gnomon seems to say that you can do IK after you skin or before, doesn't matter.) Here is the setup so far:
www.digital-infusion.com/ftp/1.jpg (http://www.digital-infusion.com/ftp/1.jpg)
However when I add an Ik handle to it, and move it, it does this:
www.digital-infusion.com/ftp/2.jpg (http://www.digital-infusion.com/ftp/2.jpg)[/url]
Obviously an elbow isn't supposed to bend down, but on the (in this case) z axis. So when I try to adjust for it by rotating the pole vector of the IK handle, it screws up the mesh (and doesn't achieve the results anyways):
[url="http://www.digital-infusion.com/ftp/3.jpg"]www.digital-infusion.com/ftp/3.jpg (http://www.digital-infusion.com/ftp/1.jpg)
So I was wondering what I can do to fix this, other than rejointing and reskinning the entire bloody thing. I know that I can use the copy skin weights thing (which works whether people think it does or not), but will screw a lot of other things up.
Thank you.
In short, how do I change the way the IK handles rotate the joints without effecting an attached skin?
In long,
So I setup my rig, and character, did the skinning, and setup all the controls. I am now doing my IK setup for the arms (Gnomon seems to say that you can do IK after you skin or before, doesn't matter.) Here is the setup so far:
www.digital-infusion.com/ftp/1.jpg (http://www.digital-infusion.com/ftp/1.jpg)
However when I add an Ik handle to it, and move it, it does this:
www.digital-infusion.com/ftp/2.jpg (http://www.digital-infusion.com/ftp/2.jpg)[/url]
Obviously an elbow isn't supposed to bend down, but on the (in this case) z axis. So when I try to adjust for it by rotating the pole vector of the IK handle, it screws up the mesh (and doesn't achieve the results anyways):
[url="http://www.digital-infusion.com/ftp/3.jpg"]www.digital-infusion.com/ftp/3.jpg (http://www.digital-infusion.com/ftp/1.jpg)
So I was wondering what I can do to fix this, other than rejointing and reskinning the entire bloody thing. I know that I can use the copy skin weights thing (which works whether people think it does or not), but will screw a lot of other things up.
Thank you.
