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View Full Version : IK leg setup on spider-like model


ConnortheCraftmaster
05-29-2010, 10:46 PM
I've done searches on this topic and while many others have posted similar inquiries, none of them are in Lightwave and I can't seem to draw any kind of conclusion from what is posted. I'm familiar with setting up IK for human models but now I'm stuck.

I have this very simplistic model here I'd like to animate. Each segment is a bone, and each part is 100% weighted.

http://www.ac.tanadrinestudios.com/Forumpicholder/d2.jpg


I went ahead and posed this thing using FK to get a better idea of how I want this thing to stand... i'm not too concerned with the joints being a little off right now as I can fix that later:

http://www.ac.tanadrinestudios.com/Forumpicholder/d1.jpg
http://www.ac.tanadrinestudios.com/Forumpicholder/d3.jpg
http://www.ac.tanadrinestudios.com/Forumpicholder/d4.jpg


Ideally, I'd use 1 controller for each leg and use FK for fine adjustments, but the problem I have is that IK only seems to work properly on a 2-bone setup. How do I get it to work with 3 bones? Is there something I'm missing?

http://www.ac.tanadrinestudios.com/Forumpicholder/d6.jpg

To give you an example of how I typically setup my models, I'll provide a human rig i've had set up. I have extra joints in place to prevent "IK pop". Basically I only set up the bones to work with pitch and I can control the legs pretty nicely, the extra bones at the top of the legs allow me to twist the legs with FK as needed.

http://www.ac.tanadrinestudios.com/Forumpicholder/d7.jpg

So... does anyone have any suggestions on how I can approach the 3-joint spider leg setup using only ONE goal? Anything that could get me pointed in the right direction would be greatly appreciated!

erikals
06-02-2010, 09:12 AM
not sure, post a link to this thread at http://www.newtek.com/forums/

ConnortheCraftmaster
06-02-2010, 10:51 AM
I got the problem solved, I actually made a post in those forums and got a quick response. Thanks!

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