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liquid_tension
09-24-2002, 01:55 AM
ok i posted my problem and didnt receive any answer ill try to explain it again , I have my characters skeleton all grouped, one group for translation and rotation and a MAIN GROUP to move around the character and scale it, so I scaled down all the character and then i needed a shot where the character grabs something so i need to parent the IK handle to the object so that it sticks to it, but in the momment of Parenting the whole IK hangle POPS back to its original size, and it looks huge, now anyways if I turn down the IK display Size, the handles scales down but not the Roll circle that appears when you select the IK handle and it makes it very anoyying to work like that, does anyone has a solution??
thanx in advance

beaker
09-24-2002, 07:29 AM
Hopefully I am reading you right and "roll circle" is the "rotation plane"?

Either use a dummy object as a pole vector constraint in order to controll the Rotation Plane. Or check out the arm setup tut that is on the gnomon page: http://www.thegnomonworkshop.com/tutorials/arm_ik_fk/arm_ik_fk.html
That method allows you to just rotate the IK handle(actually a dummy above the ik) and it will rotate the Rotation Plane. Both of these make it so you dont have to bring up that manipulator anymore. Also they are alot faster to controll.

liquid_tension
09-24-2002, 04:35 PM
Thanx Beaker for your reply, I do have a setup for my rotaional plane, I have a pole vector constrain for the elbow, I dont think you got me right, what is bothering me is that at the momment of parenting the IK handle to an object so that it sticks to it, the IK HANDLE gets scaled to 100 % which is huge because the whole character was scaled down using the MAIN GROUP where the skeleton lives. so even if I turn down the IK HANDLE DISPLAY SIZE the ROTATIONAL PLANE looks huge, I dont know why its the fact of the IK living inside of a group and being scaled down with it
when parenting it returns to its original size.

sorry its kindda confusing, its hard to explain.

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