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I'm in the process of learning to create ik rigs and i encountered a problem with certain skeleton types.
An easy to understand example for a triple bone leg would be the following hierarchy:
Root -Hip (Main Bone) -Hip Push Bone (Push Bone) --Hip Part 1 (Twist Bone) ---Hip Part 2 (Twist Bone) ----Knee (Main Bone) -----Knee Push Bone (Push Bone) -----Knee Part 1 (Twist Bone) ------Knee Part 2 (Twist Bone) -------Ankle (Main Bone)
The problem with this setup is that a normal IK Chain from the "Hip" to the "Ankle" would cause the whole Hierarchy to bend even though the actual bones that should bend are the Hip, Knee and Ankle Bones.
How do i rig something like this? Is there a way to exclude bones from a IK Chain?
Solved! Go to Solution.
