Loopspon opened this issue on Nov 14, 2024 ยท 17 posts
Loopspon posted Fri, 15 November 2024 at 6:42 AM
I'm not sure I fully understand what you said:(...I just want to know,I set the pose in frame 1 then I apply IK to the arm then the arm turns into this crap.How should I avoid this?For the Key Frames I would change them to Linear since it is a controlled known movement. The problem with the default is that the Spline try's to go through all the points and that messes with the movements before and after you place a new key frame. I will post a couple of examples when I am at home and can get to them. Or you can search for posts that I have made, and you will see some of the issues.
above is a link to a video that shows how to use IK and constraints to try and do what you want. I had a thread or an answer to a thread about how to do IK. I will try and look that up later also. The thing is that I would put in a prop (ball) that you can be the constraint for the hand. Put the ball where the default hand is and constrain and turn on IK. Now slowly move the ball prop to where you want it to touch. Adjust the Wrist of the hand along the way to keep it in the proper real-life position. Do this by adjusting the constraint object and not the hand. This will be somewhere along the timeline, and you will be working backwards to bring the hand to the starting position either by moving the ball with the constraint on OR by dialing down the constraint till the hand is free at 0. Now when you dial the constraint up the hand reaches for it. ONCE you have the movement exactly the way you want it then you will bake in all the movements so that you can work without the IK.
IK is one of those things that you use all the time or none of the time. However, you can make small sections using IK to get the movement you want and then bake it in and turn off IK. Tha way you don't break the rule of IK On or Off both not both.