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@Alan Rigging issue

I've run into a 'Joint Issue' which bends in the wrong direction when I try to match the joints to Rhea's leg position.


Example of Joints in a straight line being pulled up by IK handle



 Example of Joints matching her leg's angle being pulled up by IK handle



I have tried zeroing out the rotations on the knee joints  however it always gives me the cross leg problem. 

How can I fix this?

Thanks in advance~


Comments

  1. Hi Lyn-Dae, you can try to exaggerate the knee joint so that from your view-port side view there is an obvious arcing/ angle in the joints (even if this means for the knee joint penetrating outside of the geometry). You can also try to squat/ slouch the character using your current skinning weights and transform the geometry into that position, unbind the skeleton and re-position the knee joints. I figure it's so the IK's can calculate and realise the intended movement when you exaggerate the joints. When the character is rigged you can adjust the posture...

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  2. Well at the moment the joints are pretty exaggereated in thier angles.
    Although I haven't tried moving the characters legs in a little like you were describing then re rigging it... so I'll try that out

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  3. Either,

    1)Add a pole vector ctrl.
    2)If that doesn't work recreated the joints. Joints should not have rotational value of any kind - You cannot freeze their transforms either.

    ReplyDelete
  4. Ok, I'll try adding a pole vector~
    thanks

    ReplyDelete

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