(For mhx only set )Visible hand 0.L /R as Tweak bone layer to rotate hand bone only.

Issue #482 resolved
engetudouiti created an issue

It was interesting but Thomas make MHX FK hand twist, not twist hand deform bone, but twist arm lower bone. it seems natural , but only problem is when user hope to deform hand with use hand bone twist only..

eg now You set FK pose, then hope to adjust hand twist a little, with active all FK and Tweak layer, you can not find way only twist hand bone. without you show deform bone layer. (you can not activate it without you change armature Layers.

But if you group hand 0.L/R you can controll it . If you set those deform bone hand 0.L/R as tweak bone layer, (and set armature layer ) you can make it active and easy adjst hand twist only.

I suppose you have clear intention twist For arm with FK hand twist, so it is not matter, just hope to get pose bone actually twist hand bone only. (I like if you add controll shape as same as other twk bone shape though )

I test with IK <> FK switch with use the deform hand bone twist, but it not show me problem.. so I think you can easy improve it.

Comments (7)

  1. engetudouiti reporter

    And the above can be easy done so it not problem, but I found some issue about kneePoleA.L kneePoleA.R and elbowpoleA.L , elboepoleA.R

    If you can not confirm current way should work, I recommend lock X,Y,Z Location always, actually those pivot need not to move,

    but I see they move and go donw or go to the hand postion with your current default setting with making animation.

    Do not check when it happen clear,maybe reset pose etc.

    After I lock those 4 bone location, then only rotate Y axis (keep as Eular YZX) I do not see same issue anymore.

    those 4 bone decide the pole parent bone. so if it move around (though actually I do not know why it happen with use 2 contrain) it can change easy pole angle of 4 limbs. I saw same problem 3 times, then I think actually it is reason sometimes pole locate undesire place.

  2. Thomas Larsson repo owner

    The second issue has been fixed. The first one requires some more thought, because I found another bug with the ik hand

  3. Thomas Larsson repo owner

    Should work now. The bone is now called handTwk.L/R and is found in the tweak layer. It can also be used in IK mode, because the IK hand now rotates the forearm too, which was the intention all along.

  4. engetudouiti reporter

    Thanks, actually I though , it need to change about those constrain way then plan to edit again.

    Because when I switch IK FK often I see the pole move ount the axis center. then those transform value seems auto applied. . so if you already improve it , very helpful.. I was afraid if I can not solve issue without add new bone.

  5. engetudouiti reporter

    Yes with my recent test now it seems no issue. I may report again if I switch and key IK and FK found something new.

    Thanks 😄

  6. Log in to comment