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View Full Version : Arm IK Plus Forearm Twist Problem (Max 7)


J-Dude
02-22-2009, 05:46 AM
Managed to get to the stage of setting up my model's IK, and while the leg hasn't given me problems, the arm is giving me plenty.

In order to solve the forearm twist problem, I used 3 forearm bones. One root bone, to which the hand is parented, and two connected child bones that function as the twist. I have it set in the wire parameters so that the end twist joint follows 50% of the hand's x-twist, and the other twist follow 50% of the first twist's X rotation. The result is ideal forward kinematically, and allows the rig to work properly.

The problem is, obviously in using IK on something like an arm, you lose a lot of much needed animation potential to the automation of the IK, so you need some IK target objects for the elbow and a rotation constraint for the hand.

But, in rotating the control object for the hand, the twist bones appear to have lost their wiring ability, and sit there stubbornly, like a bump on a log. I can hardly believe that there isn't a solution to this, but I'm at a loss.

shalabology
02-22-2009, 09:36 AM
few days ago i ran in somewhat similar problem while setting up my arms, i sat up my arm with
:ik fk blen
-twist bones for upper arm and wrist
-autoclavicle aiming
-stretchy chain with control over stretchiness percentage

i think the solution i get was because of pen tutorials the free ones on the site on the follwing link
http://paulneale.com/tutorials/twistBones/twistBones.htm

this should help u as it did for me , thank you paul!

AdamMechtley
02-22-2009, 05:11 PM
Hi,

I feel like this and related issues have been coming up a lot lately. My advice would be to not use wire parameters to drive your twist bones. Use a LookAt Constraint for the one on the far end (near the hand) and Orientation Constraints for the remaining ones (weighted between the far twist bone and the "root" forearm bone as you are calling it). This way if your character's arm is controlled by FK, IK, physics, or whatever, it will still behave correctly.

I recently put up this video describing the process. Although I show this in Maya, you can do it in Max by simply substituting the word "LookAt Constraint" everywhere I say "Aim Constraint" and "Motion Panel" where I say "Attribute Editor." In the Motion Panel, the hand bone is your Upnode and you want to use Axis Alignment as your Upnode Control. Then make sure your axes are set correctly based on the orientation of your skeleton: Source Axis is the axis on your twist bone and Upnode Axis is the axis on the hand.

http://vimeo.com/2877971

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