Announcements

Between mid-October and November, the content on AREA will be relocated to the Autodesk Community M&E Hub and the Autodesk Community Gallery. Learn more HERE.

A huge problem with adding IK controls for my character rig

A huge problem with adding IK controls for my character rig

Anonymous
Not applicable
2,875 Views
12 Replies
Message 1 of 13

A huge problem with adding IK controls for my character rig

Anonymous
Not applicable

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!

0 Likes
Accepted solutions (2)
2,876 Views
12 Replies
Replies (12)
Message 2 of 13

mspeer
Consultant
Consultant

Hi!

 

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

0 Likes
Message 3 of 13

Anonymous
Not applicable

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?

0 Likes
Message 4 of 13

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.

0 Likes
Message 5 of 13

Anonymous
Not applicable

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

0 Likes
Message 6 of 13

mspeer
Consultant
Consultant

Hi!

 

Yes.

0 Likes
Message 7 of 13

Anonymous
Not applicable

Tried it, it did not work

 In fact, it did not change a thing.

0 Likes
Message 8 of 13

mspeer
Consultant
Consultant
Accepted solution

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

 

 

0 Likes
Message 9 of 13

Anonymous
Not applicable

h, I see. Thank you very much!

0 Likes
Message 10 of 13

Anonymous
Not applicable

A question:

In what direction and what joints did you actually rotate?

0 Likes
Message 11 of 13

mspeer
Consultant
Consultant

Hi!

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

0 Likes
Message 12 of 13

Anonymous
Not applicable

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

0 Likes
Message 13 of 13

mspeer
Consultant
Consultant
Accepted solution

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.

0 Likes