simple rig extra ik controls ?

Issue #1555 resolved
Alessandro Padovani created an issue

daz studio 4.21.0.5, blender 3.5.1, diffeomorphic 1.7.1.1571

This seems to me a design flaw but may be I miss something. I see there are extra ik controls for arms and legs in the simple ik rig. They conflict with the standard ik controls we can’t use them both. We may use ShldrIK and ThighIK only for rotation instead of poles if we don’t generate poles. While ForearmIK and ShinIK seem useless to me and incompatible with the standard IK controls for hands and feet.

steps:

  1. Standard import G8F and merge rigs.
  2. Add custom shapes, add simple ik with copy rotation. Copy rotation adds the extra ik controls for arms and legs, that are not needed for copy rotation to work so I’m not sure what they are for.
  3. Test the extra ik controls with rotation and translation, they conflict with the standard ik controls as shown in the picture below.

Comments (8)

  1. Thomas Larsson repo owner

    The extra ik shoulder and thigh bones are useful for twisting when pole targets are absent. I renamed the bones and moved the forearm and shin ik bones to a hidden layer, because they are not useful.

  2. Alessandro Padovani reporter

    Commit df1b882. The extra ik bones work as intended now.

    bug. copy rotation. If we generate the rig without copy rotation then the left hand ik target doesn’t work. Also the ik shoulder and thigh are not generated without poles.

    steps:

    1. import G8F and merge rigs
    2. add custom shapes
    3. add simple ik without copy rotation nor poles, the left hand ik target doesn’t work, the ik shoulder and thigh are not generated

  3. Thomas Larsson repo owner

    Issue fix in a drastic way: the copy rotation option has been removed.

    Copy rotation was a bad name too. When it was disabled, ik constraints where created for the original bend and twist bones, so the ik chains had length 3 or 4. But that made the limbs very difficult to control and essentially useless.

    When copy rotation was enabled, and now always, two bones are used in the ik chain and the bend and twist bones have copy rotation constraints. This is the standard way of making ik limbs, and both mhx and rigify use it.

  4. Alessandro Padovani reporter

    Commit 6657db7 works fine thank you for the fast fix.

    The drastic solution is a surprise because the right hand worked nicely it is only the left hand that didn’t work. So I thought you just forgot some settings in the left limb. But this makes the options simple so personally I like it better. Also copy rotation is necessary for the twist bones anyway. Marking as resolved.

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