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A huge problem with adding IK controls for my character rig

A huge problem with adding IK controls for my character rig

Anonymous
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12 条回复
1 条消息(共 13 条)

A huge problem with adding IK controls for my character rig

Anonymous
不适用

Hello,

I have finished creating a rig and skin for my character, and when I added an IK control for the leg, it just messes up the model and the skeleton when trying to move the leg. Here's the IK in it's normal position:

y6sqjal6RBqFbBsOwSSIjQ

 

and here's the IK when moving it:

Uk2oQ8VgSE_sjHnzjBQ0sg

 

I have no idea why it's happening or how to fix it, I also attached the maya file and the model file so you can check it for yourself (There is no IK in that file, I deleted it)

 

 

Thanks!

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已接受的解答 (2)
2,883 次查看
12 条回复
回复 (12)
2 条消息(共 13 条)

mspeer
Consultant
Consultant

Hi!

 

You should not ad IK controls to full or almost straight and unrotated joints.

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3 条消息(共 13 条)

Anonymous
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Thanks for the reply.

 

Then what should I add instead? I want to add something that will help me animating the character easier - I can't just leave it like that.

That's right -  I did not rotate any of the Joints, I only placed them. Do I have to re-create the rig and rotate them instead of placing them, or can be alternative soultion?

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mspeer
Consultant
Consultant

Hi!

 

Just for a test slightly rotate some of the joints (in the wanted direction) and add the IK handle again to see the difference.

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5 条消息(共 13 条)

Anonymous
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And in order to do that I need to orient the joint’s local axes manually?

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6 条消息(共 13 条)

mspeer
Consultant
Consultant

Hi!

 

Yes.

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7 条消息(共 13 条)

Anonymous
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Tried it, it did not work

 In fact, it did not change a thing.

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8 条消息(共 13 条)

mspeer
Consultant
Consultant
已接受的解答

Hi!

After changing the rotations and before applying the IK Handle you need to "Set Preferred Angle" (set starting pose) for the skeleton, then it works:

 

ik_handle.gif

 

 

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Anonymous
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h, I see. Thank you very much!

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10 条消息(共 13 条)

Anonymous
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A question:

In what direction and what joints did you actually rotate?

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11 条消息(共 13 条)

mspeer
Consultant
Consultant

Hi!

Just watch the animated GIF, it clearly shows the difference between left and right leg.

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12 条消息(共 13 条)

Anonymous
不适用

I can't really see the difference to be honest. But what I ask is how to get that difference.

What joints did you rotate? To what directions? Which way the X, Y and Z axies are facing? If you can tell me what you exactly did and how, you will literally save me.

I tried to rotate the joints myself, but never got the wanted results

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13 条消息(共 13 条)

mspeer
Consultant
Consultant
已接受的解答

Hi!

 

If you still can't see the difference between the right leg (straight) and left leg (curved), then i can't help you further.

Just rotate the individual joints manual.

 

ik_handle_red.gif

 

Read more about Rigging and Animation in the Maya Online Help / Documentation and anywhere else.

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