# A simple question regarding Rigging

10 October 2012
A simple question regarding Rigging

I have a simple piece of cube rigged with two bones a 3 joints.
Now, What I want to achieve is, when I select the green joint and move in the position arrow indicates, red joint will act as if it's fixed and stay still and the two parts of the, let's say arm, will be rotating as indicated. Also I want to achieve that if the force exerted perpendicularly on the green joint as blue arrow shows, this part of the arm will not be rotating but will be doing translation motion as the second part both rotating and translating.

How can I set all those things ?
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Last edited by zoom3d : 10 October 2012 at 09:19 PM.

 10 October 2012 Horganovski Freelance Animator/Rigger   portfolio Brian Horgan Graphite9 Dublin, Ireland Sorry don't understand the second part about the perpendicular force? Can you elaborate? Regarding the first part it's just a matter of adding IK to the chain, and moving the goal that would be positioned at the same location as the green joint..that's if I'm understanding your image correctly though - the rotations you drew look like twist along the joints really but I'm assuming the joint should just bend at the 'elbow'? If you could give a real-world example of what kind of machine or limb this is supposed to emulate it would help us visualize how this should work, I'm foggy on what you want to achieve here. Cheers. Brian __________________ Animation & Rigging Reels mayaTools blog Last edited by Horganovski : 10 October 2012 at 03:24 AM. share quote
 10 October 2012 51M0N Expert   Orestis Konstantinidis Designer / Animator Germany I agree you need to be clearer on what you have and what you need to achieve. Maybe post a video even. What I got so far is that you already have IK and you want to make the joints rotate? The way I'd go for it, is to have a separate chain for ik, then use xpresso to make another chain follow it, and use the range mapper to set-up the rotations you want the joints to do. Working with local rotations, you can have such default values that make it easy for you to separate the perpenticular movement from the angled one. Just have zero rotations on the perpenticular axis, so to distinguish it two parameters will be zero. Hope that helps share quote
 10 October 2012 CGTalk Moderation Expert Thread automatically closed 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. __________________ CGTalk Policy/Legalities Note that as CGTalk Members, you agree to the terms and conditions of using this website. share quote

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