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....Basicly, after smooth binding and adding an IK Handle then trying to bend my arm it bends the wrong way.
Any tips on how to fix this?
Originally posted by erictacti
Sure, I will try to guide you.
Basically, what you're going to want to do is create some type of control. Can be anything. I usually use a locator, control box, or a custom nurbs curve shape.
Anyway, position the control behind the elbow while in it's default pose.
With the control still selected, select that arm's IK Handle. Within the Animation Toolbar, select:
Constrain -> Pole Vector Options Box
In the Options Box, you probably won't have to adjust the weight very much. In this case, since it looks to be a human arm, try something between 0.05 and 0.1, which is a safe bet.
Then, it is basically done. If you have a bend in the arm, and the control is properly placed, the elbow should move up and down with the control. The IK Handle can still be used to move the arm around in any fashion, but the elbow will stay pointed at it's control. This way, you can move the arm around, and position the elbow manually.
I hope this helps!
I am still learning this stuff and am really want to thank you and all of you for helping on this.Originally posted by erictacti
Yeah, the arm bones definitely have to have a bend in them, regardless of whether the arm geometry does. It just makes for better deformation when the geometry does, too. That was mentioned earlier. Judging from that pic, though, the elbow bend now seems to be too high on the arm, unless you were going to add more to that sleeve.
But, I'm glad it worked out for you!
Originally posted by erictacti
No problem. We all had to start somewhere!
And yes, Maya is a great tool. Keep working at it, and you will see just how awesome your creations become!