PDA

View Full Version : IK Handle Issue


ozioz
02-25-2009, 10:39 PM
I have a straight joint chain which was created by usin the grid snap option. It is %100 straight and it is What it has to be. I can not change its position.

When I apply an IK rp solver to this chain which includes two bones, IK does not work as expected.

It this a normal situation? If it is not, What should I be aware of and know to fix this strange behavior?

Best Regards;

Ozioz

Pietas
02-26-2009, 12:24 AM
the problem with IK is that it will need a perferred angle. when it is snapped to the grid, it does not know what angle to rotate at.

either redo the jointchain, rotate the joints in the direction you want them to bend and rightclick the joint and do "set preferred angle", undo the movement and create the ik. that should fix it.

Or go Modify>Evaluate Nodes>Ik solvers and set it off. do the same step, rotate, set, undo, and then re-enable the ik solvers.

ozioz
02-26-2009, 07:05 AM
Thank you so much man.. I will give it a try..

I knew that there was a solution for this particular issue..

ozioz
02-28-2009, 04:39 PM
I am sorry man but unfortunately This method has not been able to help at all..

Maybe I should use my Ik chains in a bended position.

Any suggestions are wellcome!

Pietas
03-01-2009, 05:32 PM
Oops.. Try not undoing, but zero the rotations... was sure that was what I did in maya 7 and it worked. If not, strip out everything from the scene exept the ik handle, and the joint and send it to me at
antonio.norge@gmail.com
if you want med to take a look at it.

CGTalk Moderation
03-01-2009, 05:32 PM
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.