Hey folks,
Here's a quick issue which hopefully I can describe simply ....
So from what I understand, part of the beauty of IK handles is so you can *move* the wrist/hand (instead of rotating the elbow or shoulder), and everything behind it rotates and moves properly. The normal way I've seen these things work is it's usually set to a value of 2, which from what I understand means it affects everything back to the shoulder. But what about getting this behavior across only 1 joint? I hope no one tells me I'm crazy for wishing for this, I've seen it in other programs. The best example is right here in the sample "alien walk" demo file in the cheetah samples folder (it actually does not work in that file, nor does it work in any of my attempts). If you click on the elbow and *move* it (not rotate) it just kind of awkwardly stretches it. I was expecting that if you set an IK handle here with a value of 1, you would be able to move the elbow and the shoulder would automatically pivot to accommodate. That seems to be the way it always looks in character rig tutorials in other programs. Also the fact that the IK handle in cheetah has a convenient value set thing, usually set to "2", it makes me assume that setting it to 1 would get it to do this. But when I set it to 1, it actually prevents the elbow from moving at all. So I guess the question is how do you set it so moving the elbow automatically pivots the shoulder, or another way of putting the question would be what is an effective and proper use of the IK handle with a 1 value. Hopefully this makes sense, and I'm sorry if it's already been covered somewhere.
Thanks!
Here's a quick issue which hopefully I can describe simply ....
So from what I understand, part of the beauty of IK handles is so you can *move* the wrist/hand (instead of rotating the elbow or shoulder), and everything behind it rotates and moves properly. The normal way I've seen these things work is it's usually set to a value of 2, which from what I understand means it affects everything back to the shoulder. But what about getting this behavior across only 1 joint? I hope no one tells me I'm crazy for wishing for this, I've seen it in other programs. The best example is right here in the sample "alien walk" demo file in the cheetah samples folder (it actually does not work in that file, nor does it work in any of my attempts). If you click on the elbow and *move* it (not rotate) it just kind of awkwardly stretches it. I was expecting that if you set an IK handle here with a value of 1, you would be able to move the elbow and the shoulder would automatically pivot to accommodate. That seems to be the way it always looks in character rig tutorials in other programs. Also the fact that the IK handle in cheetah has a convenient value set thing, usually set to "2", it makes me assume that setting it to 1 would get it to do this. But when I set it to 1, it actually prevents the elbow from moving at all. So I guess the question is how do you set it so moving the elbow automatically pivots the shoulder, or another way of putting the question would be what is an effective and proper use of the IK handle with a 1 value. Hopefully this makes sense, and I'm sorry if it's already been covered somewhere.
Thanks!