# Robot Arm Rigging?

 11 November 2007 meatpuppet Lazy Bastard   portfolio Jason Nystrom CG Artist The Moran Group Baton Rouge, USA Robot Arm Rigging? so i'm ripping off chris cunningham's 'all is full of love'. i've built a model of the two robot arms and an environment and the more i thought about rigging it the more i realized i had no idea how to really go about it. i want to use i/k however i can't figure aout how to tell the system that joint 'a' can only rotate on it's y axis while joint 'b' rotates on it's z axis, etc. basiclly how do you use rotational constraints (limiting the rotation not adding maya 'constraints') with i/k? or am i even moving in the right direction? should i use a chain of 2-joint i/k? something else entirely? i've done a little digging and haven't found anything too useful. any and all help is appreciated. __________________ - Jason Nystrom - If I wasn't so stupid, I'd be a genius... share quote
 11 November 2007 anthonymcgrath Expert   portfolio anthony mcgrath United Kingdom Originally Posted by meatpuppet: so i'm ripping off chris cunningham's 'all is full of love'. i've built a model of the two robot arms and an environment and the more i thought about rigging it the more i realized i had no idea how to really go about it. i want to use i/k however i can't figure aout how to tell the system that joint 'a' can only rotate on it's y axis while joint 'b' rotates on it's z axis, etc. basiclly how do you use rotational constraints (limiting the rotation not adding maya 'constraints') with i/k? or am i even moving in the right direction? should i use a chain of 2-joint i/k? something else entirely? i've done a little digging and haven't found anything too useful. any and all help is appreciated. __________________________________________________ ___________________________ lol - yer not the only one with a robot thread on the go haha! check out my thread on cgtalk here: http://forums.cgsociety.org/showthr...?f=153&t=514902 as for your question - you can use constraints and only specify a certain axis of rotation or use the 'degrees of freedom' in the joint attributes and turn off the rotations you DONT want to use for each joint dont bother sticking IK on a chain with only 2 joints its overkill and unpredictable at times really. share quote
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