Bone Rotation goes haywire


#1

So i made my rig and i did an iroentation constraint on the bone to the control line but when i rotate the control object in the negative X axis the mesh does the candywrap effect on the wrist and shoulder. I just noticed that this happens when i move the controller on the negative Y axis…i even created brand new bones yet i still got this issue

Heres a screenshot http://gyazo.com/813c726e853dff9bd38ff6f8daaeaea9


#2

Did you scale or mirror any of the bones or control objects?


#3

the bones and controller were mirrored but i tried making the ones on their own and it still didnt work…could it be the controller??


#4

The object you have selected in the viewport, is that the IK goal? If so, you want to make sure the parent space of the IK solver isn’t set to IK Goal (that setting is found in the Motion tab), otherwise you could get a candy wrapper effect when you rotate the IK Goal’s parent. However, if you define a Swivel Angle target then this won’t happen


#5

it is the Ik goal selected and ive checked…its the start joint…but im still getting the same effect


#6

the bones and controller were mirrored
Never ever mirror or scale(mirroring is a -100% scaling of an object) anything in a hierarchy. No iea if this causes your actual problem, but keep it in mind. If you scale or mirror something, apply a restXform before linking or constraining it.


#7

you could try reversing the joint’s rotation order from xyz to zyx [attribute editor(ctrl+A) >> Transform attributes >> rotate order]. if that doesn’t work try reversing the control’s rotation order as well.


#8

dude thats for maya…in in 3ds max


#9

You can do that in 3ds Max too. If I remember right it’s some where in the motion tab.


#10

sorry, wasn’t aware. Principle’s still the same, though. Skrimski’s right in saying that mirroring the bone scales it to a negative value. This retains the solving method for the bone, but reverses the actual order it’s in. Haven’t used max since 3ds max 7, though, so I have no idea where you’d edit the order.


#11

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