Maya Training

Introduction to Hard Surface Modeling

Maya Training

Interiors and Furniture Vol 1 & 2 - Modeling & Cloth

Maya Training

Shading, Lighting and Rendering the Bedroom in MR

Maya Training

Robot volume one - Modeling with animation in mind

Maya Training

Spach-Alspaugh House the complete courseware

Maya Training

Burt The Cartoon Dinosaur Vol 01 - Modeling

New Maya Training

Batman by Jason Edwards
You are here > Home > SimplyMaya Community Forums

Welcome to Simply Maya

Please Sign in or Sign up for an account

Member Login

Lost your password?

Not a member yet? Sign Up!

Old 27-06-2006, 03:59 PM   #1
sjtaylor84's Avatar
Join Date: Nov 2005
Location: England
Posts: 102
Thanks: 0
Thanked 0 Times in 0 Posts
Default Knee locator problems

Hi everyone,

I've been practising rigging characters using the rigging video tutorial but there's one thing that isn't covered that I can't work out for myself.

I have a locator for each knee so I can control where they're pointing but they don't move when I move the character, meaning I have to spend time animating them separately to avoid anything weird happening in the legs. I've tried grouping the locators to various places on the body but that doesn't work. Anyone have any ideas?

All the best

Last edited by sjtaylor84 : 27-06-2006 at 04:02 PM.
sjtaylor84 is offline   Reply With Quote
Old 28-06-2006, 03:08 PM   #2
Registered User
arran's Avatar
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
Thanks: 0
Thanked 9 Times in 9 Posts

ok - let me see if I have this right -

First, you create an IK handle from the left leg hip joint to the ankle joint - make sure it is set to an IKRP solver and that it is also set to 'sticky'. Rename this IK handle 'Left Leg Ik Handle'.

Next create a locator and place it in front of the knee and rename the locator 'Left Knee Locator'.

Select the locator and shift select the IK handle. Go to Constrain>Pole Vector.

Next, create an IK handle from the ankle to the foot and rename it 'Left Toe'.

Select the Left Toe IK and group it to itself. Press insert and hold the V key to snap the pivot to the Foot joint. Press insert again. Rename this group 'Left Toe'.

Select the Left Leg IK and the Left Toe and group together. Press insert again and V snap the pivot to the ankle joint and rename this 'Left Foot'.

Finally, parent the knee locator to the foot group.

You can also go to Display>Component>Selection Handles and select the cross hair in component mode to move the selection handle of 'Left Foot' out of your character so that it is easy to grab and control.

This method was taken from mtmckinley's book. I think that that is right, but I am at work, so can't check.

Hope this helps.

arran3D blog
arran is offline   Reply With Quote

A little bit about who we are
Links you might find useful
Catch up with SimplyMaya
SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to intermediate Maya tutorials. Our tutorials are created by instructors with industry experience and are designed to get you up and running in Maya quickly without making it seem like hard work.

Copyright © 1999-2015 SimplyMaya - vBulletin® Copyright © 2000-2015, Jelsoft Enterprises Ltd.