|
1st picture: arm set to IK no movement.
2nd: arm set to FK, rotated down.
3rd: arm set back to IK, gets stuck.
why does it do that?!?! this issue’s been killing me for 2 days now. if I take the IK control curve and wiggle it around, the arm snaps back and behaves normally. so I know its not really getting stuck in space, but it doesnt move.
I have all my constraints set up properly to turn off with the IK FK switch.
If I don’t rotate the FK at all but move the IK and then switch, it blends nicely.
the diamond controller is the switch for FK IK, the tiny curves next to it is something else, please ignore that messy clutter.
| Attachment
|
|
|
|
|
|
One issue I’m noticing is in FK mode the IK handle is following the wrist joints. WTF??? It never does that on any tutorials I’ve looked up when I follow them EXACTLY even with their own example files. and I’m pretty sure a while ago I tried this and it worked normally. why is my ik handle following the joint !?!? its point constrained to its IK control.
|
|
|
|
I should also mention this stupid error I get on the elbow joint that also never happens in the tutorial. >:O
// Warning: Cycle on ‘joint2_orientConstraint1.constraintRotateX’ may not evaluate as expected. (Use ‘cycleCheck -e off’ to disable this warning.) //
// Warning: Cycle on ‘joint2.parentInverseMatrix[0]’ may not evaluate as expected. (Use ‘cycleCheck -e off’ to disable this warning.) //
Weird thing is when I renamed the joint2 to something like jt_elbow the error message stopped >_> then came back. but either way the problem was there.
|
|
|
|
Fixed::::
Alrighty folks. Make sure you have ‘enable snap’ turned off in your IK tool settings before making your IK.
I hope this helps someone else end their rampage of going insane.
|
|
|
|
huh… well the left side is fixed. I did the exact same thing on the right and I get that cycle error again on the right side only. left side works perfectly.
edit:::
freezing transforms of locators that orient the bones on right side fixed it.
|
|
|