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IK Solver bends bones the wrong way

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Message 1 of 4
derek.mallard
2204 Views, 3 Replies

IK Solver bends bones the wrong way

It's a pretty simple situation here.

 

I'm in 3DS Max and I'm using the HI IK Solver for the legs of my character. Most characters I have works perfectly with the IK Solver when I move their "Hip" bone up and down, their knees bend like they're supposed to.

 

But, a couple of character models I have do not work as well and they're no different then the working models. When I move the Hip bone up and down, their knees either bend sideways or a just a bit sideways. The models are also T-Posed and their legs are as straight as they can be.

 

(Also, I'll need a little help with arms and wrists as well. I use the Limb Solver for them, the issue is that the elbow bone doesn't rotate the right way when I move the wrist bone. The shoulder bone is the starting point with the elbow bone being in the middle.)

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Message 2 of 4
ads_royje
in reply to: derek.mallard

Hi @derek.mallard ,

 

when creating a bone chain for an Ik Solver, they should not be strait. There should always be a little angle, so the solver 'knows' how to bend.
If you remove the Ik solver and give the bone a little angle, then recreate the Ik solver. This little angle will tell the solver what side you expect the solver to bend.
Always give a little angle for Ik Solver preferred angleAlways give a little angle for Ik Solver preferred angle

 

For the second question, about the arm setup, I am not sure I see what you are describing, could you do a screenshot of your setup, something that displays the problem ?

Regards,

Message 3 of 4
derek.mallard
in reply to: ads_royje

Hahaha, okay. Such a big fuss and a very small simple solution to fix it with. Thanks again!

And also, since you told me the solution about the bones needing to be bent, I think I can apply it to the next issue.

 

1.png

Message 4 of 4
ads_royje
in reply to: derek.mallard

Thanks for the screenshot @derek.mallard ! 🙂

Yes, from that I am with you, looks to be related.

 

Let us know if you encounter any other issues!

Regards,

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