jmsjmsjms Posted December 9, 2013 Share Posted December 9, 2013 Hi everyone I´m pretty new in Houdini... I´m trying to make a simple rigging with some boxes and one chain of bones with inverse Kinematics. But when the solver is placed i lost the rotations in each bone i can manipulate the chain only with the goal created with the inverse kinematics. Anyone Can help me??? How I can add rotations to the bones,?... can i add two kinematic solvers in the same bone?? thanks Quote Link to comment Share on other sites More sharing options...
anim Posted December 10, 2013 Share Posted December 10, 2013 what are you trying to do? the rotations are controlled by the kinematics while it is on, however your interaction is still being stored on bones as a rotation values which are used when Blend parm on Inversekin CHOP is 0 so essentially you have IK controls (Root, Twist Effector, Goal) and FK controls (Bone rotations) and the resulting pose is blend between them based on mentioned Blend parameter and you can have as many kinematics solvers on the same bones as you want as long as you mix them in CHOPs and feed just resulting rot to bones Quote Link to comment Share on other sites More sharing options...
jms Posted December 12, 2013 Share Posted December 12, 2013 Thanks anim I resolve the problem Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.