Quick Rig Problem

Quick Rig Problem

ianpcoffman
Explorer Explorer
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Message 1 of 9

Quick Rig Problem

ianpcoffman
Explorer
Explorer

I opened up my scene and I could move the skeleton references for some reason. I can move the actual bones just fine, but the reference is a no go. Did I deactivate something? On a side note, when I try to move/rotate the effectors with the channel box, they don't move or rotate. They only seem to move with the move/rotate tool. Is there a way to fix this too?

5cqzj3zxjk151.png

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Message 2 of 9

t_chanma
Autodesk
Autodesk

You only have FK enabled at the moment, which is why you can only move the Yellow effectors.  To use IK, turn up the IK Blend T and R sliders in the Character panel.



Matt C

Senior Content Experience Designer

Maya Documentation | Maya Learning Channel |
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Message 3 of 9

ianpcoffman
Explorer
Explorer

I turned both sliders up to one, and the handlers still won't budge. And when I said I could only move the bones, I meant that I could only move the actual purple bones, not the yellow bones created by the quick rig.

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Message 4 of 9

t_chanma
Autodesk
Autodesk

Hmm, if you're going to be moving the references, you should really unlock your character definition in the Definition tab first.  You're not supposed to alter them while the controllers are active otherwise you'd end up with strange, unaligned behavior between controller -> skeleton anyway.

 

Re: the second part, sorry that's what I was referring to.  To actually animate the IK controls in the Channel Box, you'll need to be in IK mode.  In FK mode, the IK controllers are more for positioning than actual animation / keyframing.



Matt C

Senior Content Experience Designer

Maya Documentation | Maya Learning Channel |
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Message 5 of 9

ianpcoffman
Explorer
Explorer

I clicked unlock, it got rid of the ik stuff, and that's not what I needed to happen. As i've been trying to say, when I try to grab one of the effectors in the ctrl-reference, neither it nor the body will move for some reason. And I thought I already was in IK mode

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Message 6 of 9

t_chanma
Autodesk
Autodesk

Could you zip up your scene file and post it here?  It'll be easier to troubleshoot that way.  I think this is something specific to your setup.



Matt C

Senior Content Experience Designer

Maya Documentation | Maya Learning Channel |
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Message 7 of 9

ianpcoffman
Explorer
Explorer

Sorry for the late reply. Had some other stuff going on. Here's the scene.

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Message 8 of 9

t_chanma
Autodesk
Autodesk

A couple of things I've found just from a quick look: 

  1. If you go to the Definition tab, notice that the definition is invalid.  Specifically, the right hand isn't bound correctly.  Without a valid definition, the controls won't work.
  2. I think the reason this wasn't assigned correctly is that the right hand has been misnamed "left_hand".  Since there's two left_hands in the hierarchy, HIK may have confused the two on definition.

You'll want to export the skin weights (if you painted some), then in the Quick Rig menu, go back to the Guide step.  Rename the hand joint correctly and rebuild the rig by following the Quick Rig menu steps.  Finally, you can re-import the skin weights.



Matt C

Senior Content Experience Designer

Maya Documentation | Maya Learning Channel |
Message 9 of 9

kou.t
Explorer
Explorer

UPDATE: Just realized that my reply wasn't what you asked for.

Sorry for any confusion.

-------------------------

kout_0-1712196894783.png

I'm new to Maya, and I ran into this issue today.

I found out that you might need to adjust the draw style of the joints from "none" back to "bone".

It's strange because I don't recall editing this attribute before.

This thread seems to be old, so I assume your problem is resolved.

However, when I searched for my issue on Google, this thread was the first result.

Therefore, I thought this reply might be helpful to newcomers like me who face the same problem.