Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 08-02-2010 , 06:51 PM
Falott's Avatar
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Join Date: Jan 2005
Location: vienna
Posts: 1,095

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.
# 2 28-02-2010 , 04:27 AM
NextDesign's Avatar
Technical Director
Join Date: Feb 2004
Posts: 2,988
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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