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.
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.
