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IK joints in Maya

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Max Baxter
IK joints in Maya
on Mar 11, 2015 at 9:55:38 pm

I’m having a problem with rigging. The legs have matched up with the IKs fine but the arms are really messing up. For example. when I’ve attached the IK for the first time it screws 90 degrees inwards then I have to move it to get it to snap back into position; it does the same for both arms but never for the legs. If any of you know the answer please let me know?


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Eric Santiago
Re: IK joints in Maya
on Mar 12, 2015 at 2:43:55 pm

Did you draw out the IK bones then move before attaching?
You to avoid this and draw as you see it on the model.
If you do rotate bones prior to bind then you have to reset to rest pose on the whole chain.
Im sorry its been months since Ive IK'ed a char and not sure if things have changed with Maya 2015.


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Kendrick Drews
Re: IK joints in Maya
on Mar 12, 2015 at 8:29:18 pm

Eric is right, Just make sure each bone you make in the heirarchy has its x,y, and z values set to 0 before placing the next one. This will prevent twisting from parent to child allowing for a smoother IK. Additionally, you could lock your axis for specific joints you know you don't want to move freely ( Shoulder and knuckle joints, for example )


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