mianomo opened this issue on Jul 05, 2022 ยท 11 posts
mianomo posted Tue, 05 July 2022 at 3:43 PM
I imported a rig I found on sketchfab, and after some fiddling I got ik working on the feet, but the knees are bending the wrong way. Does anyone know the fix to this?
EClark1894 posted Tue, 05 July 2022 at 5:44 PM
Miss B posted Tue, 05 July 2022 at 6:18 PM
mianomo posted at 3:43 PM Tue, 5 July 2022 - #2972016
I always turn off IK as soon as I load a figure that has it. That's why the knees are bending the wrong way, as that's how IK (Inverse Kinematics) is set up.I imported a rig I found on sketchfab, and after some fiddling I got ik working on the feet, but the knees are bending the wrong way. Does anyone know the fix to this?
Go to Figure menu and you will see the following, which indicates the Right and Left Foot are using it. Click on them to turn them off, and the knees will then be back where they belong in the Hierarchy Editor list, and will perform as you want them to. Oh, and this is for booth Poser 11 and Poser 12.
I have found the only time IK works is if the Object is a robot or something of that sort, as a lot of them are created that way. I just don't think it's really something most folks would use for a human figure.
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primorge posted Tue, 05 July 2022 at 8:50 PM
...
Joint order for the legs might be set up wrong. Typically for bipeds the order is
thigh YZX
shin YZX
foot ZXY
Select these actors and with the joint editor open, check at the bottom of the palette to see if these orders are correct.
primorge posted Tue, 05 July 2022 at 9:30 PM
Additionally
Did you set up limits for the bends? You'll need to set up limits for non typical rotations. So select the shin actors and in the parms palette double click the X Rotate dial (Bend) and this will bring up the dial settings dialogue. You can set limits here. You'll want to limit the Side-Side (Z Rotate) and Twist (Y Rotate) the most for a shin in the same manner. Obviously a pretty aggressive limit to the negative bend rotation (X) for the shin would be best also.
primorge posted Tue, 05 July 2022 at 9:36 PM
Additionally additionally
Make sure the goal for the IK Chain you created is the foot actor, not the toes, if such exists.
SamTherapy posted Wed, 06 July 2022 at 3:53 AM
primorge posted Wed, 06 July 2022 at 5:57 AM
SamTherapy posted at 3:53 AM Wed, 6 July 2022 - #4440804
Necessary evil to animate anything of even rudimentary complexity. Just the way it is. I'll agree that Poser's implementation is wonky at times but it's better than nothing.Don't use IK. It's shite. :D
I'm just gonna go out on a limb and say most responders here haven't tried animating without it. Human(oid) figures that is. I have, and you really miss it when it's not there. Also makes many types of ground Poses worlds easier to create.
primorge posted Wed, 06 July 2022 at 6:26 AM
And to OP...
These kind of questions are probably best posted over on the Poser Technical forum. You're more likely to get a legitimate response that solves the problem. In general this forum is for pose and render (mostly render) queries.
SamTherapy posted Wed, 06 July 2022 at 11:12 AM
There you go, then. I can count the number of animations I've done on the fingers of no hands. :D
Coppula eam se non posit acceptera jocularum.
primorge posted Sun, 17 July 2022 at 7:23 AM
Probably have figured out your problem at this point but if not, this is also important. Actually probably the root of the problem.