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?
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?
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.
if the IK handle isnt moved to a point that is identifiable with the limits of the joints, then it will not move
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
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
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.
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
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
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