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IK Chains.. distorting my chars limbs.. Help!
show user profile  CheeseY

This is not the first time ive posted this (-other forums), anyone who can give me the answer will get paid!! ..Nah im poor, but i will show my love and admiration for anyone who can solve my problem..

So i set up the parent > child relationship for the 3 objects that make up my models arm, Arm > ForeArm > Hand. Then i set an IK-Hi-Solver... move it.... and the objects which make up my arm become all out of shape and bodged.

I have set up the heirarchy in the right direction, and moved the pivot points.. And incase anyone suggest, i dont want to use a biped... because im trying to animate a robot, so i dont want muscle deformations etc.

This is the first time ive tried to animate a character, so... Anyone who has more experience with this sort of thing, im all ears.. eyes... y'know.

Work damn You!!1111 *bang*
read 470 times
7/6/2006 6:54:25 AM (last edit: 7/6/2006 6:54:25 AM)
show user profile  HANZZ
"bodged"???....Botched, perhaps?

You seem to be using bones, or you are directly animating modeled pieces. It also seems that you used a non-uniform scale of one of the parts. You need to unlink the parts, do a Reset Xform on each one, collapse the stack, then relink. They should no longer deform. Avoid using a scale, UNLESS you scale the entire model the SAME AMOUNT on all axes, or if you want, you can do a non-uniform scale in one of the sub-object modes. This is safe. Non-uniform scale out of sub-object mode is a no-no, as it causes what you are experiencing now.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 455 times
7/6/2006 10:34:24 AM (last edit: 7/6/2006 10:35:20 AM)
show user profile  CheeseY
thanks for your reply, this was indeed the problem and once i did as described above, it sorted my problem..

And as you commented on it :-)

Bodge is British slang for a mistake of impressive magnitude, usually caused by carelessness. The term was created after the collapse of a bridge designed by an architect named Bodge. A Bodge Job can also mean a job which is completed quickly and carelessly, even if no mistakes are made. A successful Bodge is in fact creative engineering.
Work damn You!!1111 *bang*
read 438 times
7/6/2006 8:51:21 PM (last edit: 7/6/2006 8:51:21 PM)
show user profile  mrgrotey
Hi just cutting in on this thread, this seems to happen to me too, what exactly do you do a 'reset xform' on? the bones or the geometry? the only reason I ask is that I have taken quite a while skinning an robot model and when I rotate the waist control backwards and forwards or side to side it squashes/scales the leg bones upwards towards the waist, (i thought bones were fixed solid objects once created, no?)

thanks for any help given.


P.S. this isnt the first time this has happened but to remedy the problem before i jus had to redraw the leg bones again (not enjoyable)

read 417 times
7/7/2006 10:23:34 AM (last edit: 7/7/2006 10:23:34 AM)
show user profile  CheeseY
What it said on the video i watched.. and some guy said in another forum was.. And it worked for me..

* - In schematic view, delete all the heirarchy (parent/child) links for the objects... like the body, arms.. etc..
- Delete all the ik-chains and that..
- Then reset the xforms.

If you do it whilst some of the items are still linked together heirarchy wise... it seems to have a wierd effect on the children, making them go really distorted..

And the way i fixed it was to do it to the 'Body' piece of mine, which all my limbs were linked from.. once i reset the xforms on that all the limbs worked fine.

Work damn You!!1111 *bang*
read 413 times
7/7/2006 10:40:20 AM (last edit: 7/7/2006 10:41:02 AM)
show user profile  mrgrotey
Try as I might I just couldnt get it to correct it, I unlinked evrything, deleted all the IK chains, reset xform (although this mixed up the rotations of the bones so had to sod about with those again, relinked them, created nerw ik chains, rotated the waist control and exactly the same thing happened again,
I tried doing this in all sorts of orders, only resetting certain objects, only unlinking certain objects but always ended up with leg bones distorting when the control got rotated. I eventually got p*ssed off with and just saved the skinning info, loaded a previously saved file where it wasnt distorting and pasting the info again.

So after all that I still cant fix it if it happens on the future but at least I can rest now and get on with my model.

thanks anyway, I always seem to find problems with no apparent answer. :-s


read 401 times
7/7/2006 3:40:47 PM (last edit: 7/7/2006 3:40:47 PM)
show user profile  HANZZ
Skinning a robot? Does the robot consist of a single mesh? If not, skinning it is a total waste of time. You don't use skin, nor do you use physique on a segmented mesh of any sort. Only use these if the model geometry ITSELF is going to be deformed. You can vastly simplify the rigging process by simply making the model parts children of the appropriate bones or biped parts.

Regarding reset Xform, you reset the parts themselves, not bones. And while on the topic, don't scale bones either, or the same distortions will affect any and all parts made children of them.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 390 times
7/7/2006 4:45:55 PM (last edit: 7/7/2006 4:45:55 PM)
show user profile  IImperium
A good thing to do is always reset xform for any object before you link it to/link something to it. That means bones, meshes, dummies, ect. If you have objects that already have a wierd rotation to them you can also just reset the scale instead of the xform. If you still have problems, make sure you reset xform/scale for every object individualy, because doing it in batches doesnt seem to cut it.
read 389 times
7/7/2006 4:46:25 PM (last edit: 7/7/2006 4:46:25 PM)
show user profile  mrgrotey
Im doing a robot with a single mesh and it has bendy arms and legs kinda like bender on futurama, is there a way of producing a shape like the arms and legs (sort of like hose pipe when you bend it) without skinning or using bones?


read 385 times
7/7/2006 6:02:54 PM (last edit: 7/7/2006 6:02:54 PM)
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