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View Full Version : Anyone know a better IK setup procedure?


bugzilla
12-16-2008, 06:23 PM
I've started getting into Blender. Setting up the Armature is easy so far, but I've got a feeling I'm not setting up the IK correctly. The foot won't follow the rotation of the IK Target bone so I add a Rotation contraint to the foot. Problem is that when I type the name of the IK Target bone into the field, it just disappears from the field. The only work-around I can find is to create an Empty, parent that to the IK Target bone, then type the name of the Empty into the Rotation constraint field.

This works, but I can't help thinking there is a better way to do this. I would like to do all the rigging using Armature objects so I can see all their keyframes in the Action Editor.

Parenting the foot to the IK Target bone works, but then the foot can come away from the body if the IK Target is moved too far.

FreakyDude
12-16-2008, 07:23 PM
don't use empties. just duplicate the foot bone, parent one to the IK target, and have the other one copy that one's rotations. Don't use out-of-armature objects if you don't have to. use a "dummy" bone instead.
Also, don't use an IK constraint on the foot, rather use it on the lowerleg.
A basic but good and working setup would be:
master>hip>upperleg>lowerleg>foot
master>IK target
master>pole target

IK constraint on lowerleg targeting IK target, pole targeting pole target. (set offset in degrees, like -360 to 360)
copy rot constraint on foot targeting IK target.


EDIT: added a pole target. Make sure you have adjusted the roll of the bones accordingly.

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