Forum Groups
  All forums
    Help & Feedback
      Work in progress
      Finished Art
      Non-Max related

Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies) Members Gallery
(516 replies)
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

IK isn't symmetrical?
show user profile  Dejitarujin
Okay, I have an HI Solver, on each leg. After a whole lot of fighting with rounding errors, these legs are as perfectly symmetrical as the program will allow - a better mirror than the one in your bathroom :P But the HI solvers aren't even close to being symmetrical. When both feet are moved, one knee bends in a horrible direction, and the other... in a completely different horrible direction. Neither bend forward properly. Since this problem didn't happen to the person who made the video tutorial on it, it was never covered how to solve it.

Using a target for the solver plane, I can easily make them both bend properly. However, it is apparently necessary that it be based on IK Goal Parent Space, so it'll rotate with the foot (the IK goal cross things are each linked to a symmetrical control shape for the foot). Is there a way to temporarily use a target, and set that as its default, no-rotation pose?
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 425 times
3/5/2009 5:08:09 PM (last edit: 3/5/2009 5:08:09 PM)
show user profile  albongino
have you put limits on the joints axes and all the rest of it? haven't played with bones for a while but chances are if you start constraining your joints and adding limits to them (IK Tab) you'll get what you want...


read 419 times
3/5/2009 5:14:58 PM (last edit: 3/5/2009 5:16:50 PM)
show user profile  Dejitarujin
I haven't yet - I was hoping I could get it to work things out before doing that.
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 410 times
3/5/2009 5:23:07 PM (last edit: 3/5/2009 5:23:07 PM)
show user profile  Dejitarujin
Okay, I sort of "fixed" the problem, by telling it to use the target, and then just turning off the IK, and turning it back on. This put an actual value into the deactivated Swivel Angle spinner, which I would guess is a fortunate glitch. After turning the solver off and on again a dozen or so times, that value in the spinner finally settled onto one consistent value, which is the right one, facing forward. Same for the other leg, but the correct swivel values are completely different to achieve the same direction.

Unfortunately, it's not legitimately fixed. At least with my limited knowledge of wire parameters, I'm going to need that swivel to be a value of 0 in order to control it properly. Right?

Edit: Okay then, never mind, got it! Mostly. But apparently something else is broken, and I need a way to precisely rotate an already-linked bone around a local axis...

Edit 2: Since I forgot how I fixed this the same day I did it, and the problem arose again after fixing the foot bones, I'll just make a note: I rotated the object the IK handle was linked to. In this case, the nub-bone at the end of the reverse-foot setup. And it had to be rotated in completely unexpected manners, too.
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 392 times
3/5/2009 9:19:35 PM (last edit: 3/6/2009 4:14:55 AM)
#Maxforums IRC
Open chat window