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Maya character squat problem

Maya character squat problem

anjam2478
Participant Participant
648 Views
6 Replies
Message 1 of 7

Maya character squat problem

anjam2478
Participant
Participant

I want to my character squat down, but he only stretches the legs down. Anyone know how I can fix it?

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649 Views
6 Replies
Replies (6)
Message 2 of 7

mcw0
Advisor
Advisor

You need to set up an IK system on the legs.  IK is for holding the end joint in place.

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Message 3 of 7

anjam2478
Participant
Participant

Thank you for answer. I have IK on right and left leg. Where I must put IK for character squat? I tryed put IK on some places on back and on pelvis, but thats not make my character squat down.

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Message 4 of 7

jmreinhart
Advisor
Advisor

There's a few things you can check:

Make sure that your ikHandle is setup to go from your hip to your ankle, 

Make sure that the joints that you want to be driven by the ik setup don't have any other incoming connections like constraints.

Make sure that the joints that are visible are the ones that are affected by the ik (in case you have any ik fk switch setup).

 

If everything looks like it should work try setting up a simple two bone ik setup with a control for the hip and the ankle in a separate scene, that should help you to figure out which part you are setting up incorrectly in your full rig.

 

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Message 5 of 7

mcw0
Advisor
Advisor

In that case, check that your leg joints have a slight bend at the knee. If not, you have to set the preferred angle for the knee joint to bend.

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Message 6 of 7

anjam2478
Participant
Participant

I put parent controller on hip joint. Now, character can squat down, but upper body not follow it. Other problem is when I click undo the legs still stay up, when I click on timeline only than legs return to their original position.

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Message 7 of 7

mcw0
Advisor
Advisor

From your video, it appears you are translating the pelvis joint and not the controller. And it also shows that the pelvis joint is not constrained to your controller. Unless you are using the offset parent matrix.  Without seeing the hierarchy, it's hard to tell what is happening.

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