View Full Version : Armature Constraints - knees and elbows - noob question
04-22-2005, 02:26 PM
I'm trying to build a decent armature - and I'm getting a little stuck on how to make certain joints (knees, elbows) behave properly.
1) My biggest concern: knees and elbows are "hinge" joints, but the default blender armature joint is more like a ball and socket joint. Is there a way to make an armature joint behave more like a knee or an elbow?
2) If that's possible, can I further constrain the movement so that the joint doesn't flex "backwards" - i.e. build in a range of motion in the joint from 25 to 175 degrees or something?
I've searched this forum, read the blender docs, but I can't figure this one out... Thanks...
04-22-2005, 11:57 PM
yah.. I'd like to hear some answers from those questions as well... Anyone? Speak up...
04-23-2005, 04:36 PM
Becasue that's not possible yet. :scream:
Sorry guy but this is a feature yet to come before sigg. of this year. for now you can fake it using an other ik solver in the middle of the chain to kind of pull the join to the back or front of the character so it doesn't go backwards. This might be usefull to you:
look under ik constraint to se how to set a multiple ik solver chain. and take a look at the numerous .blend example. This one is a good example:
04-23-2005, 11:30 PM
I've been using that type of hacks since a long time.
In my signature there is a link to download a fully rigged character, it uses extensively that sort of joints.
04-24-2005, 06:39 AM
Gabio, Great suggestion. Nozzy's skinney guy is outstanding! I was going to suggest the same.
lardlad, Study Nozzy's rig, reverse engineer it. You'll get a a good insight how to handle the knees and elbows. He also has another one on a hand rig. http://www.elysiun.com/forum/viewtopic.php?t=25457&highlight=hand
04-24-2005, 02:09 PM
Thanks, all. I've got a whole Sunday to reverse engineer and try to learn from the masters. From what I can gather, Maya accomplishes hinge joints with "Rotate Plane Solvers" - I might poke around on projects.blender and see if this is in the pipeline...
05-08-2005, 11:49 PM
While I was playing around with the afforementioned excellent examples, I found my own weird solution. It's kinda klugey, but it works okay. Here's a page (http://www.panix.com/%7Emchugh/hingejoint.html) with a link about it...
05-08-2005, 11:49 PM
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