APEX autorig multiik, with twist bones

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Hi everyone, i want to make control rig based on Character Creator rig, whitch have twist bones in limbs.

i tried just to tag with "_Arm" control points (shoulder, elbow, hand) but in autorig component multiik, iksolver use all bones

i recreate similar setup to better represent the issue




so it turns out bended


if i dive in in graph and disconnect this twist bones from IK solver it behave as i would like


is there a way to set in autorig component to use just tagged bones?

thanks,
Mladen

Attachments:
Screenshot_20250523_221308.png (907.8 KB)
Screenshot_20250523_221702.png (914.5 KB)
IK_bending.gif (2.1 MB)
IK_straight.gif (2.1 MB)

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Thanks for the feedback, this is a good one to add
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