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Full Version: APEX autorig multiik, with twist bones
Root » Rigging » APEX autorig multiik, with twist bones
Mladen Kevic
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
william_harley
Thanks for the feedback, this is a good one to add
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