Is there any solution for roll bones yet?

Is there any solution for roll bones yet?

Hwynac
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Is there any solution for roll bones yet?

Hwynac
Contributor
Contributor

HIK rolls bones just never do what they are supposed to do. They do not react to the bone whose twist they are supposed to compensate and it is really easy to break the elbow, knee and roll bones rotations by editing feet/hands keys in FCurves (which is what you normally do a lot).

 

I also do not understand why elbows and knees rotate when you rotate hands and feet. That makes zero sense and I could not find any checkbox to stop that behavior (except "Realistic Arm solving that completely freezes roll bones as well).

 

For years, I have been setting up my own automatic twists through additional nulls and Relations outside the standard rig. But I am curious is there really no built-in solution that just works?

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jps
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Advocate

To prevent knees and elbow "breaking" you can try to enable Kill Pitch. Depending how it is set up in your character with the mix of Inline or Leaf and Absolute/Relative. But I've given up on MB roll bones as it was causing other troubles when loading char anim, merging motion and other plot cmds.
I use constraints to set up rolls instead.
Either with the old fashion way using one bone IK chain with Pole Type set to vector 0,0,0 (will be your swing without twist) or use Twist Extract constraint from Neill3d's OpenMobu pack. Then distribute the rotation to your rolls with a relation. If you need further explanations just let me know.

https://github.com/Neill3d/OpenMoBu/releases


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