Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography



Maxunderground news unavailable

Inverting Legs
show user profile  DarkSpyda04
For some reason; whatever reason, the character I rigged seems to get his bones inverted everytime a limb moves too far in a specific direction. In this case, I tried to animated my character kicking the air and the gif below is the result. The solvers I'm using are IK.


This might be a rotational or sliding joint issue but I'd rather not fiddle around with something which I have no idea about so that's why I'm asking here. What exactly is the problem I'm having and how could I fix it?
read 535 times
8/15/2012 2:41:15 AM (last edit: 8/15/2012 2:43:20 AM)
show user profile  digital3ds
Its probably the angle of ur lrg... Im drunk n on my shitty 3g phone n cant see if u have a knee bone in place, if u dont, grab ur foot bone and move it towards his rear a bit (move it backwarxs so the leg isnt straight up n down, the knee area should ve the forward most point)
- Mike Sawicki




read 521 times
8/15/2012 4:34:53 AM (last edit: 8/15/2012 4:34:53 AM)
show user profile  mrgrotey
Add a dummy object in front of the knee,
Select the IK chain and go to the motion panel and add the dummy to the preferred angle pick box
Your knee will then always face the dummy.




read 513 times
8/15/2012 2:27:54 PM (last edit: 8/15/2012 2:28:36 PM)
show user profile  LionDebt
Yup - what they said. Try modelling the legs with a natural curve to them, the IK solver tends to have issues if you set it up in a straight line. Groteys method also works.
read 498 times
8/15/2012 4:06:01 PM (last edit: 8/15/2012 4:06:01 PM)
show user profile  DarkSpyda04
Alright, I see. The dummy was too close to the leg. I also cannot link the dummy to the IK as it would create a "dependency loop". That said, all I can do to solve this issue at the moment seems to be moving the dummies and testing out the IK.
read 485 times
8/15/2012 7:24:19 PM (last edit: 8/15/2012 7:24:19 PM)
show user profile  digital3ds
link the helper to your global control, when you animate you just animate the leg and the dummy together
- Mike Sawicki




read 480 times
8/15/2012 7:36:45 PM (last edit: 8/15/2012 7:36:45 PM)
show user profile  mrgrotey
i usually have a spline control object at the ankle and link the IK to that, then link the dummy to the spline control too. Then, wherever the ankle control goes, the dummy follows.




read 465 times
8/15/2012 8:35:56 PM (last edit: 8/15/2012 8:35:56 PM)
show user profile  DarkSpyda04
@digital3ds but if I do that, the leg can't bend as far back as it should. The calf should be able to bend back far enough to touch the butt. It seems like for every step I take there's something that doesn't function properly. On an unrelated note, is there any way to manipulate the limbs individually rather than as a whole? There are times when I need to move just the hand and lower arm or the hand alone and not the entire arm. The IK locks bones in place so I cannot move those and I'd best not manipulate the mesh as it will screw up the skeleton. Or is that what the nubs are for? On second thought, I'm viewing an advanced arm rigging tutorial so hopefully I'll find out. Either way, here's the rig so far:


read 465 times
8/15/2012 8:46:11 PM (last edit: 8/15/2012 9:08:03 PM)
show user profile  digital3ds
If you link the helper to the global, you need to animate the helper just like you're animating the foot... or to a degree that gives you the best look for what you want to achieve

Your calf can touch your butt? ur flexible as hell, cause mine cant! If you mean move the limbs individually as in move each bone, then you just need to rig it as fk, not ik, or a blend of the two.

Keep at the tuts, its the best way to learn. That, and lot's of failing
- Mike Sawicki




read 452 times
8/15/2012 9:19:06 PM (last edit: 8/15/2012 9:19:06 PM)
show user profile  DarkSpyda04
One last thing (this has been plaguing me for a while) is how when I watch tutorials, its seems that a history independent (HI) solver can be linked to a constrained controller and work perfectly as in the controller will be attatched to the rig, stationary but still control the rig when the select and move tool is used. Yet when I link an HI solver to a constrained controller, the entire rig shifts.
read 442 times
8/15/2012 9:50:04 PM (last edit: 8/15/2012 9:50:04 PM)
#Maxforums IRC
Open chat window


Support Maxforums.org