View Full Version : IK Problem
12-29-2010, 10:48 PM
I'm new to Maya and I wanted to create a robot arm.
I've got a problem with the IK setup:
The parts don't rotate as I want them to. They don't follow the IK handle very good.
What I want:
The arm tip should follow the IK Handle as close as possible.
How can I achieve this? Could you also recommend good rigging tutorials?
Edit: Here is the file on rapidshare (http://rapidshare.com/files/439886480/rig_help.mb)
12-30-2010, 02:33 PM
i broke your rig/model (the pistons which worked) because you had transforms that weren't right (if you rig a model you'll need to freeze the scale which should always be uniform like x1.2 y1.2 z1.2).. also ik handles and limit transforms is a recipe for disaster.
Since you're doing only mechanical (non-soft) rigging, you can skip the bones and use constraints only I guess:
most elements are simply parented, aim-constrained on one axis. You can drag the base of the object to move it around.
I suppose you could use ik handles to have a better 'elbow movement' but you can work around with constraints.
12-30-2010, 06:41 PM
Thank you very much!
I froze the attributes on each part but I can't figure out how this constrains work (axis, angle ... ... ...)
Could you give me a little description on this please?
01-09-2011, 02:30 PM
I think I understand the aim constraint now. I rebuild the object with frozen attributes.
Here is the preview video (http://www.youtube.com/watch?v=yp4EGMZrS7Q)
I still got a few questions:
-When I rotare the whole arm, it just works from 0-180 degrees. When I let it rotate more, it won't move correctly.
-The first bar has an offset in the aim constraint settings. This basically works but how can I achieve a "stretch" (more rotation) when i move the locator away?
-I built the cable with this tutorial (http://www.creativecrash.com/maya/tutorials/dynamics-fx/c/how-to-make-a-realistic-cable). Can I let collide it with the base of the arm?
01-09-2011, 02:30 PM
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