Hi!
I have recently been trying to rig a chracter that I have rigged in Cinema 4D but now in Maya.
Since this chracter will be used for modding games, I am forced to keep the bones original rotations.
So when rigging in Cinema, I had no ik Problems, the knee was just pointing forward in the Z-Axis which was great.
In maya it is all kind's of wonky - what can I do?
Ps: While at it, how do I control the foots rotation seperetly, in Cinema I use a transform constraint on bone and IKHandle but in Maya Parent and Point constraints mess everything up.
Cinema:
Maya:
Solved! Go to Solution.
Solved by fell.fabian.marcel. Go to Solution.
Hi!
If your rotation backwards and forwards is on one axis, you can set a preferred angle to the the IK how to rotate.
1) Delete the IK Handle
2) Rotate your shin bone Backwards
3) use the Skeleton -> Set Preferred Angle command.
4) Recreate the IK Handle
If it isn't on a single axis, which seems to be the case since maya chose this rotation, you can use a Pole Vector Constraint to tell the Knee where it should be facing.
1) Create a Locator
2) Snap it to the knee and then move it away straight forward
3) Select the Locator and the IK Handle and use the Constrain -> Pole Vector command
I hope it helps!
Thanks for the answer!
I have tried your solution but it still bends weirdly, the knee just doesnt point at the pole.
Any ideas?
I attached a example.
Many thanks!
On your Pole Vector you have 3 Values called "Offset X", "Offset Y" and "Offset Z". Depending on the orientation one of those attributes will allow you to rotate the leg toward the pole vector.
I tried out your solution but figured out that this problem was bigger than I thought!
After some more research, I found a very good reddit post explaining things.
- Export weights (great tutorial linked https://www.youtube.com/watch?v=hOjL-40P4-E)
- Unbind mesh
- Freeze Transformations on Legs only
- Bind mesh
- Import weights (also in same tutorial)
Thank you for your help though!
Many thanks,
Fabian F.
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