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View Full Version : Stretchy limbs with IKFK


lifire
08-05-2006, 04:22 AM
I have a script that creates a stretchy joint chain based on the distances between the joints and then scales them. I also have an IKFK setup done with three joint chains and orient constraints. However, the stretchy is applied to the IK joint chain and not the bound joint chain. I tried to use scale constraints as well as just connecting the output of the multDivNode (which scales the IK joints) to the bound joints as well. The problem I'm having is that this creates a cycle for some reason (even though I see no cycle in the dependency graph).

So, the joints scale outward properly, but then when you go to move the IK handle back in, the elbow, for example, begins to twitch back and fourth slightly (until the joints are no longer scaled) due to the cycle. Does anyone have any ideas how to fix this?

The scene included has an arm with this setup if you want to take a look.

Thanks.

FunkyT
08-05-2006, 09:16 AM
yeah, this is a weird problem and I've had it as well. For some reason maya really doesn't like having distance nodes linked directly to IK handles. If you pointConstraint that ltArmIKendPoint to the ltArmControl instead of the ltArmIK then all will be well.

lifire
08-05-2006, 09:30 AM
I think I found a new best friend. Thanks for all the help.

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08-05-2006, 09:30 AM
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