View Full Version : IKSpline is Shifting Joints
FibreOptix 08-07-2006, 02:19 AM When I create an IKSpilne my leg joint shift back a bit. Is this normal, if not what am I doing wrong?
|
|
SirCharles
08-07-2006, 11:30 PM
I havent figured out how to fix this for my rig but I can tell you what the problem is. Basically is sounds like your IKspline tool has "simplify curve" turned on. This creates a curve based on your skeleton and then it simplifies it down to however many cv's you have specified. If you speficied a small ammount (depending on the size of your skeleton) then the spline will shift slightly. It then constrains the joints to this path using the splineIK. If the path shifted then so will your joints. Including anything that is parented to the joints. Also, I have noticed that the further away from the root of the spline skeleton you get the more it shifts.
If anyone knows how to get around this and to have Maya shift the path to accomodate so that the joints done move rather than the other way around please let us know!!
Charles R.
csc2h
08-08-2006, 08:37 PM
I have had this same problem and i'm convinced it's a small bug in Maya (I could be wrong though)....The solution I came up with was to create and FK joint chain going up the back (around 4 or 5 joints), and parenting or constraining the controllers (or clusters) to these 4 joints accordingly. This will allow your controllers to control the FK joint THEN the Ik clusters involved with the Ik Spline. I have found this will keep your rig from shifting if you base everything off of this "fk rig" in the spine and not the initial ik Spline joints. I also always stick a stretchy Ik solution to the spine (even if I do not use it) - so that could also be the fix that worked...Hope any of that helps if that is what you want!
--Chase--
www.3dcooper.com (http://www.3dcooper.com)
FibreOptix
08-09-2006, 04:31 AM
I have had this same problem and i'm convinced it's a small bug in Maya (I could be wrong though)....The solution I came up with was to create and FK joint chain going up the back (around 4 or 5 joints), and parenting or constraining the controllers (or clusters) to these 4 joints accordingly. This will allow your controllers to control the FK joint THEN the Ik clusters involved with the Ik Spline. I have found this will keep your rig from shifting if you base everything off of this "fk rig" in the spine and not the initial ik Spline joints. I also always stick a stretchy Ik solution to the spine (even if I do not use it) - so that could also be the fix that worked...Hope any of that helps if that is what you want!
--Chase--
www.3dcooper.com (http://www.3dcooper.com)
Stretchy IK sounds good, I'd like to try that....... now how do you create strechy IK? LOL!
CGTalk Moderation
08-09-2006, 04:31 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.