Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 16-10-2008 , 02:36 AM
To La Bomb's Avatar
Registered User
Join Date: Oct 2008
Posts: 56

ik acting strange, what are possible causes?

I'm trying to put ik just for the legs on my character. When i have one leg on the character and move her up and down, the ik works fine. then when i add an ik to the other leg the previous one gets all screwy but the new ik works fine...

i have the iks from both the ankles attached to the root hip joint. I can't figure out what would cause this, is it something i may have done before setting up the character? Maybe i need to detach the skin?

any suggestions?
thanks in advance

# 2 16-10-2008 , 04:06 AM
To La Bomb's Avatar
Registered User
Join Date: Oct 2008
Posts: 56
user added image

i added a photo to so you can see better whats happening...
when i move the root hip down, the ik for the leg thats circled works corrects otherwise as you can see the ik leg moves along the x-axis when is should be moving along the y.

# 3 16-10-2008 , 08:59 AM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Attach the IK handles from the hip joint to the ankle joint on each leg, NOT the root joint,

Post an image without the mesh visible so I can see what you have done

Jay

# 4 16-10-2008 , 07:14 PM
To La Bomb's Avatar
Registered User
Join Date: Oct 2008
Posts: 56
user added imageuser added image

hey jay,

hope these help, but just to clarify the root joint is my hip joint. I have both ankles attached to the hip joint.

# 5 16-10-2008 , 10:38 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
La Bomb

Hmm I dont think youve drawn the ik right.

Also joint orientation on the legs should be set to none when drawing them. The rest can be xyz or zxy or whatever your choice for the upper body.

I used RP IK (rotate plane) for these here. Placement is clearly highlighted. For the arms draw your IK to the forearm bone then in the Hypergraph find the end effector for the IK handle and use the insert key on the keyboard to move it to the wrist, also use v to snap it to the joint. then hit insert to reapply the IK handle position.

done

Jay

Attached Thumbnails
# 6 20-10-2008 , 07:22 PM
To La Bomb's Avatar
Registered User
Join Date: Oct 2008
Posts: 56
jay,

i should have listened to you a few messages back! I realized i needed to attach the joints to the pelvis, when i attached to the root joint that caused it to get all screwy. thanks for the help

# 7 20-10-2008 , 07:30 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
No probs mate, sometimes a little picture does the trick better than a whole paragraph of crap LOL

cheers glad it works now

Jay

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads