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Old 08-02-2010, 06:51 PM   #1
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Default ikRP solver connecting 3 bones

I´m currently rigging a quadruped (cow).
the leg from hip to ankle is connected with an ikRP solver (4 joints, not like humanRig with only 3 joints).

so - normally the middle two bones should have an evenly distributed degree of rotation when moving the ikHandle.

but it doesn´t. first bone "eats" almost all rotation, second bone in the hierarchy doesn´t "compress", it just stops rotating and pushes up on the shoulderJoint - but can be stretched out normally. .

thats why my cow will never be capable of laying down but is doomed to stand for its whole life on her not-working back legs.

pic is attached.
I know it must work. I have a working rig, but I cant transfer iks to my rig. also I´d like to know whats going on.

working rig is not multiRP solver but ikRP solver as well.

any ideas?
Attached Thumbnails
everything starts and ends in the right place at the right time.
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Old 28-02-2010, 04:27 AM   #2
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Hmmm... Not sure how to fix it without looking at the file.

What may help, is that in the Visor, there is a pre-made quadruped rig using FBIK. Might be worth taking a look into.
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