HD Solver Pivot Problem

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 06 June 2013   #1
Question HD Solver Pivot Problem

Hi People,

I'm working on a 4 piece robot leg - with hip/upper leg, knee, lower leg and ankle.

The knee is on a 25 degree angle, and I have set its pivot so that the Z axis is also 25 degrees. The problem is that when I try to set the Z axis limits on the knee in the IK rollout, the solver is using the world Z axis rather than the knees local Z axis (set at 25 degrees). I checked the bone position, and I'm confident its in the right place. I changed the reference coordinate system to local just to see if that would change anything, but nothing seems to work. Turning rotational joint boxes on and off (active on/off), doesn't affect anything either.

What am I doing wrong?

Thanks for any help!
 
Old 06 June 2013   #2
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 02:30 PM.


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