Hey All,
I am still having trouble with my switchable IK so I was wondering if anyone would know why my bone constraints were not working. I even tried just entering numbers into the X Angle Min and Max and still nothing. What am I missing? What am I doing wrong?
http://janis.mtsu.edu/~nesler/HoudiniScenes/FootRig_08.zip [janis.mtsu.edu]
Cheers,
Nate Nesler
Bone Constraints Not Contraining
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- edward
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Hey Edward,
Apparently no reason. lol I spent 6 hours redoing the rig only to realise that you can change to constraints in the chops. lol Only problem now is all my bone rotations are gone. It seems when I try to enter a bone rotation now it is locked and won't rotate when IK with Contraints is set in CHOPs. Is there something I need to do to fix this problem?
Cheers,
Nate Nesler
Idiocy is just a diploma away. lol
Apparently no reason. lol I spent 6 hours redoing the rig only to realise that you can change to constraints in the chops. lol Only problem now is all my bone rotations are gone. It seems when I try to enter a bone rotation now it is locked and won't rotate when IK with Contraints is set in CHOPs. Is there something I need to do to fix this problem?
Cheers,
Nate Nesler
Idiocy is just a diploma away. lol
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- tallkien
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also If you turn on the graph flag of your InverseKin chop you can see the rotation values that its controlling, The values are time sliced to speed things up but you can disable “single frame” and see the whole range, you can also fetch these rotations and do some neat stuff with them, like adding FKish lag/overshoot etc. (provided you disable IK after the fact :wink: )
The direction the solver rotates in is decided by the Rest Rotation param
The direction the solver rotates in is decided by the Rest Rotation param
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