evanrudefx Posted February 17, 2021 Share Posted February 17, 2021 Hello, I am new to rigging in houdini (or just in general). While I am waiting for a more full featured version of kinefx figured I would mess around in obj rigging. I set up a basic IK with twist affector to control a sort of robotic arm. I needed to limit which axes the different bones could rotate on as shown in the photo. However, the IK seemed to ignore the angle range I set. Then I read that you need to use ik with constraints to get that working. So I enabled that option which led to these problems: 1. Once you enable ik with constraints, you know longer have that twist affector. So how do you control that area if you can't use a twist affector? 2. When I move around my arm, the middle joint snaps around chaotically, unlike when my twist affector was on. Is ik even the way to go for something like this? https://gfycat.com/parchedglasscatbird arm.hiplc Quote Link to comment Share on other sites More sharing options...
Drughi Posted February 17, 2021 Share Posted February 17, 2021 (edited) To fix the snapping you should place the pole further away. Haven't had the time to play a whole lot with kinefx, but why not use it? Especially for somethin like this it should be perfect. Edited February 17, 2021 by Drughi Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted February 17, 2021 Author Share Posted February 17, 2021 thanks, Ill update if I get anything working. why not use kinefx? Its just rigid parts with no capture I don't really need procedural rig. From what I have seen, actually animating in kinefx isn't completely finished if I am not mistaken. Quote Link to comment Share on other sites More sharing options...
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