4 bone IK Solver chain?


#1

Is it possible to do an IK bone setup for 4 bones rather than the standard 3?

Red is the desired chain and blue is reference to the standard 3 bone ik chain.

If it helps at all, only the red one would be animating. The reason I’m saying that is because I did a temporary hack of make 2 ik chains on the same leg and then linking the one to the other to make what I was after…buggy though.


#2

HI IK Solver can be control n number of bones. So no hack is needed. I try to always avoid using more then a two bone change (What you are calling three) as you don’t have control over each individual joint and how much they animate. If they just need to rotate all at the same rate all the time then what you are doing will work fine.

What is it that you are doing?


#3

You know I didn’t even think about the HI solver. !
I have a character leg which looks like the image I posted above. So I was thinking of a way to set it up the animator can easily just select the foot control and animate the character running.


#4

Doing with the HI it doesn’t seem to bend both joints even, I’ll have to play around with it a bit more.

Something about the way the bone rotation seems to be calculated for the IK Limb Solver results in a smoother animation.


#5

Limb solver and HI solver are identical other then the limb solver is limited to only a two bone chain.

Bone lengths will affect how the joints are rotating. Personally I would aways go with two bone solve and then have FK controls on the others. The solver just allows for the foot to stick.


#6

The foot sticking is really the main control/feature im looking for. I’ll check it out and see what i come up with. Thanks Paul


#7

For a quadrupeds leg for instance I would use one two bone solve for the leg with FK controls on joints that it does not cover and then two one bone solves at the feet very similar to a human foot.


#8

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