|02 February 2004||#1|
Join Date: Dec 2003
Creating a leg.
Hi, I'm having trouble using a tutorial to create a leg.
First in the side view I create hip, knee, ankle, heel, ball and toe joints.
Then using the ikSCsolver I click on the hip and ankle, the ankle and ball and the ball and toe.
The problem is that as soon as I try to add any IK, the foot flips 90 degrees.
It does'nt happen if I use the ikRPsolver, but the tutorial specifies the ikSCsolver.
I'm using Maya 5.
Thanks for any help.
ps. The tutorial is a 3dbuzz tutorial that came with a 3dworld magazine.
|02 February 2004||#2|
wellington, New Zealand
Join Date: Oct 2002
the SC solver seems to have a few problems in 5.
use the rp solver...
read about the difference in the docs.
if you really need an SC solver effect, use the RP with a pole vector constraint parented accordingly...
for the leg an RP will do fine.
Make something idiot proof and they'll just build a better idiot
|02 February 2004||#3|
21st level Ninja
Join Date: Jul 2002
Name your joints as follows:
UpperLeg -> LowerLeg -> FootBone -> ToeBone -> ToeTip
Create your joints in the side viewport, and then orient them correctly by running JSOrientJointUI, if you wish. (Note: Because this foot setup is created using groups, orienting your joints is not necessarily a critical step for the foot, as the joints will be controlled via these groups. That being said, orienting the joints would be best.)
Now create three IK handles. Make -sure- sticky is turned ON.
Create an RP Solver IK Handle from the UpperLeg --> FootBone. Name: AnkleIK
Create an SC Solver IK Handle from the FootBone --> ToeBone Name: BallIK
Create an SC Solver IK Handle from the ToeBone --> ToeTip Name: ToeIK
First, select the AnkleIK and group it to itself.
Name this group BallLiftGroup.
Hit the Insert key, and snap the pivot of the to the ToeBone joint.
Next, select both the BallIK and the ToeIK and group them together.
Name this group ToeLiftGroup.
Hit the Insert key, and snap the pivot of the ToeLiftGroup to the ToeBone joint.
Next, select both the BallLiftGroup and the ToeLiftGroup, and then group them together.
Name this group ToePivotGroup.
Hit the Insert key, and snap the pivot of the ToePivotGroup to the ToeTip joint.
(Note: The heel pivot will be created automatically later because of the way we will position our foot controller. The top group, "FootControlGroup" will allow you to control the heel pivoting.)
Finally, select the ToePivotGroup, and group it to itself.
Name this group AnkleGroup.
Hit the Insert key, and snap the pivot of the AnkleGroup to the FootBone joint.
The basic setup of your foot is now complete. At this point, you can add control objects, and/or set driven keys to control the foot.
|01 January 2006||#5|
Join Date: Sep 2003
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