Create a Character Rig Part 25: FK Blend arm Parent Constraint issues

Create a Character Rig Part 25: FK Blend arm Parent Constraint issues

Anonymous
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Create a Character Rig Part 25: FK Blend arm Parent Constraint issues

Anonymous
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Hello again! Seeing as you were so helpful last time, maybe you could get me through this one...! Basically, I am attempting to create a Right Arm FK Blend (as per Part 25 of "Create a Character Rig"). I am enclosing a file. The left arm worked out fine, as you can see (the only thing not there is the visibility switch because I deleted those attributes a while back); I created a new right arm skeleton (which gave me problems in Part 23 but overall works fine). The problem is that when I create the Parent Constraint between the rightElbowHand_CTRL and the rightArm_IKConst_GRP (I checked to ensure "maintain offset" was switched off), the hand doesn't end up sideways between the controllers (as on the left arm at that stage), but is cocked at a 90-degree angle! The problem might be with the rightElbowHand_end_JNT, but I can't see how the behavior can be that much different than the left or why the constraint won't work! Any advice would be helpful. Again, the left arm works fine (haven't done the squash/stretch to the FK Blend Joint, but I did it on a previous iteration before I started over). Have a look at the file and tell me where I might have screwed up! Thanks in advance!

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Anonymous
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I figured it out...anyone watching that tutorial knows that the original parent constraint between the leftElbowHand_FK_CTRL and the leftArm_IKConst_GRP gets removed, but not before the values of the ConstGRP have been noted. The left arm worked fine as per the tutorial; the right arm didn't. I noted different values with the rightArm_IKConst_GRP, and upon entering them and re-constraining, it worked fine.

 

If anyone else has this problem, post a reply and I will try to explain it more clearly!

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