IK movement creates very large rotation values

IK movement creates very large rotation values

I have a character arm that I am trying to animate through IK. I move the IK target around, then add the rotation keys to the bones in the chain. However the rotation values grow very large, way over 360 degrees. As a result, the arm spins around several times between keyframes. Is there a way to avoid that?
 
yes, but it seems i have little understanding of how they work.

- 3D IK tag: pole does not appear to do anything, it is greyed out, and no blue line is drawn
- 2D IK tag: pole does have an effect, but the result in my movement is not what i want, my arm still flips out, only differently.

are there any docs beside this post i found? https://www.cheetah3d.com/forum/showthread.php?p=110605
 
* I am not a rigging guru, but I suggest you upload the critical part of the model. It is difficult to solve some problems without looking at the actual topology / hierarchy / parameters.
 

Hi Bob, your heel lift and toe lift objects where
not 1.1.1 which can create shearing problems.

I unplugged everything, burned their pivot points and
burned shear scale and plugged everything back in.

I don't know if this helps, but it should work better.
There where no keyframes to test what your doing.

 

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No problem. When I was playing with it I noticed the
transform tool went oval shaped when rotating something.
That's a sure sign of scale problems.

 
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