Pivot Effectors - Human IK


#1

Pivot effectors do not seem to be working (2012) in any logical fashion. I chose to place a pivot on the ball of the foot for a reverse foot setup.

*Create a pivot eff and reposition (hold D to ‘insert’ move without affecting the rig)
*rotate and set key
*move to another part of the timeline

Now when you rotate the eff the leg snaps to weird rotations. I have tried this with auto key on and off, selection, body part and full body key modes and with the foot pinned and unpinned. Nothing makes a difference.

As an added problem if I rotate the foot from the ankle the pivot snaps back to the ankle location. This makes not only this feature but this whole rig completely useless.

Any help with this greatly appreciated

edit: In fact the pivot snaps to whatever controller is selected when you scrub the timeline.

-=magilla=-


#2

Just to add insult to injury all of the scenes after I added (and subsequently removed) the pivot effector are broken.

Opening these scenes today and the rig no longer works, trying to rotate or move any controller causes the rig to snap to world zero in a crumpled heap.

What an awesome implementation of Human IK


#3

Adding the pivot effector back into the rig (and not using it) makes the rig usable again.


#4

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