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View Full Version : Have I walled myself into my own bad IK setup?


Eudaimic
02-25-2003, 03:15 PM
Hey all,

I have my skeleton setup with IK and all, skinned to my model.

But one of my legs movies rather wrong. The IK solution keeps bending the knee out to the side (which I can fudge with twist), but what's more I can't get it to show up properly in the graph editor.

With the other leg I just select it and it automatically shows me all the channels (is that the correct term here?), but this leg doesn't show anything at all :(

So what do I do? Do I disconnect it from the skeleton, copy and mirror the other and connect that back in. Is that even possible to do without thoroughly f*cking up the skeleton?

Or have I just done something wrong that some of you know about?

This is really frustrating :annoyed:

Rudity
02-25-2003, 03:41 PM
Does it have a pole vector?

If it doesn't, make a locator(or whatever you want to be the Pole Vector)
Position the locator at the elbow, or the knee. Move it out from that position in the direction you want the knee/elbow to aim.
Select the locator, then the ikhandle.
Constrain - Pole Vector.

Did you mirror joints?

If you did then delete the ik and put another one in.
You have to be using RP solvers for pole vectors to work.

Hope that helps.

Pm me if it doesn't

mtheory
02-25-2003, 08:49 PM
Did you use the SC or RP solver?

I've deleted IK's and recreated them without trouble in the past...if its human you may want to consider using SC for the legs...mainly because the movement is simpler and thus less can go wrong.

sp0rk3d
02-25-2003, 10:09 PM
the problem is that you didn't draw your joints in a straight line with only a ben in the desired bend direction.....(one axis)... what you need to do is...
1 ...delete the ik handle
2 ...look at local rotation of knee/s if you have more than one... make sure you have X down the joint and either Y or Z out the side of the knee
3 ...Lock the rotations in the other 2 axis ie... X and Y if Z is pointing out the side of the knee.....
4 ...Rotate the knee/s in the unlocked axis... to a natural bend angle.... then right click on each knee joint individually choose "Set Perfered Angle" then type 0 in the rotation of the knee/s...
5 ...Redraw the Ik handle.....


that should do it... hope that helps.. :)

Eudaimic
02-25-2003, 10:57 PM
Well I think that's the way I did it, but I'll redo it.

By natural bend angle, do you mean half-way bent or...?

Eudaimic
02-25-2003, 11:00 PM
Originally posted by mtheory
Did you use the SC or RP solver?

I've deleted IK's and recreated them without trouble in the past...if its human you may want to consider using SC for the legs...mainly because the movement is simpler and thus less can go wrong.

I have NO idea :hmm:

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