Ik Handle and Joint Limits

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
Old 07 July 2013   #1
Ik Handle and Joint Limits

I have limit attributes set on all the joints in a bone rig. But when I move the IK handle, the joints all rotate however they want.

How can I make it so that when I move the Ik handle, the joints are constrained to their individual rotation limits?
 
Old 07 July 2013   #2
Ok I think I figured out what I had to do, but now I have a problem with the Ik handle movement.

When I try to move the IK handle, it often does not move. I can see a fluorescent green line and I get to move the IK handle a slight bit, but when I let go of the mouse, the IK handle does not follow.

The IK handle is also not following while I'm dragging it around and holding the mouse button down.
 
Old 07 July 2013   #3
if the IK handle isnt moved to a point that is identifiable with the limits of the joints, then it will not move
 
Old 07 July 2013   #4
my first joint is constrained to only rotate in one direction
my second joint is constrained to only rotate in one direction
these directions are different
i can only move the ik handle in the field of rotation of the first joint
 
Old 07 July 2013   #5
i want the first joint to stay in place as I move the IK handle, while the other joint rotates
<chiner> how come it doesnt work that way
 
Old 07 July 2013   #6
I don't really have a great answer for you but I have found that it's not good to put limits on joints controlled by IK's. Sometimes the solver may want to rollover 180 degrees and the limits cause it to freak out.
__________________
blah blah blah
 
Old 07 July 2013   #7
I'm with gmask here: the way I rig is that the limits are on the ctrl objects ( locators / curves ) whatever they might be.

/r
__________________
- Oh no, it's me -
 
Old 07 July 2013   #8
Yep, I agree with the others about not trying to limit joints in an ik setup.
Maybe you could achieve the result you need with 2 aim constraints (and no ik)

David
__________________
http://www.djx.com.au
 
Old 07 July 2013   #9
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.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 01:16 PM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.