Hi. I'm having a little trouble with I.K. Stretching, and bone locking. The only way I can explain this problem if is if you download the charater below.
I have the Character "Sitting on something" with her feet locked on the floor and her hands, and hair lock onto the object. I am having a small issue with the L-leg (or is it L.Leg?) bone. It doesn't angle, or I.K. Properly. If you go to the 1 second mark, or move the waist bone around after frame 1, you can see this. I know I can angle the L-Leg/L.Leg bone with the transform bone tool, but I wan't to cut back on the extra work of keeping the foot still.
Is there a way to make sure this won't happen again?
https://www.dropbox.com/s/mb3v9bpm6te4v ... .anme?dl=0
I.K stretch, and Angle trouble.
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Re: I.K stretch, and Angle trouble.
I'm not sure if it's a bug or it's just logic. Anyway, I found the problem and a couple of nice but not perfect solutions.
The problem is about the knives bones in the leg. Since they are child of the thigh, they broke the leg chain in some way, that's why it doesn't bend as it should. That's also why it's not happening on the other leg (because that has no knives)
- The simplest solution is to erase that bones. Of course, with that solution you lose the possibility to animate the knives via bones.
- Another solution is to set dynamics to the knives bones. That makes the entire leg chain work again, but forces you to use dynamics.
- The last solution I thought of is to control their angle with other independent bone. Once the knives angles are controlled by another bone, the entire leg chain works nicely again. It requires a little more work and a new bone, but you don't lose the possibility to animate the knives.
The problem is about the knives bones in the leg. Since they are child of the thigh, they broke the leg chain in some way, that's why it doesn't bend as it should. That's also why it's not happening on the other leg (because that has no knives)
- The simplest solution is to erase that bones. Of course, with that solution you lose the possibility to animate the knives via bones.
- Another solution is to set dynamics to the knives bones. That makes the entire leg chain work again, but forces you to use dynamics.
- The last solution I thought of is to control their angle with other independent bone. Once the knives angles are controlled by another bone, the entire leg chain works nicely again. It requires a little more work and a new bone, but you don't lose the possibility to animate the knives.






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Re: I.K stretch, and Angle trouble.
Thanks alot. I think I will do the 3rd option since I may need to move them a little after she crosses her legs.
Whats strange to me is that the L.Leg 2 bone isn't effected by the L-triangle bone.
Anyway, thanks for figuring it out!
Whats strange to me is that the L.Leg 2 bone isn't effected by the L-triangle bone.
Anyway, thanks for figuring it out!
