when you put ik on the leg joint (i.e. hip to ankle etc..) they will stay planted, then the knees can bend. although u should always place your leg skeleton with a slight bend just so the ik can evaluate properly. [u can also set preferred angle if anything]Originally posted by blomkaal
And another thing
I've got a basic skeleton layout of a man, and the tut I'm following says that I should move the pelvis down the make him bend his knees a little.
But the pelvis is the top joing (or whatever it's called) and when I move it, I move the entire skeleton... How do I make him squat without moving the entire skeleton?
careful of what is being driven. double check to make sure you have the correct transform or shapeNode being driven by joint rotation.Originally posted by blomkaal
Having my first go at character animation, and I'm using half a sphere as an influence object to make the biceps bulge when the arm bends, and when I'm scaling the half sphere, it works fine, but when I'm using SDK the sphere doesn't influence the arm at all, it just goes straight through...
Anybody know what the problem could be? I've tested the SDK and the sphere deforms like it's supposed to...