Should we set limit for MHX Rig(strcture) snap bones as same as FK limit ?

Issue #557 closed
engetudouiti created an issue

I have not supposed to set limit for bone pose for MHX, because we can not set same limit for IK bones which will show same limit effect as FK. >> we easy see snap issue, when FK to IK with limit on. (IK mode can move more free)

Then MHX already have 3 bone structure, FK, IK, and snap bones (those child twk bones are used to real deform for final tweaking)

Then the snap bones have clean relation (parent and child) then the struture should be almost same as def rig limbs. (not perfect same though)

So if we set limit min and max for these snap bone as local. (the purpose is actually limit pose of deform like Fin prop limit) it can show almost same limit effect for IK and FK both mode. then snap still work.

(though FK and IK snap each other for current pos. then IK bone can move more. but snap bone can not move over limit then it auto stop. so as fact, >> FK snap to IK, FK temporally locate on IK bone pose but snap bone not move there.

When I test with hand, I feel use same current FK limit for the snap bone seems show me reliable constran.

Though it may need more test for the Forearm limit etc. at least Hand can snap correctly with use limit.

Comments (4)

  1. engetudouiti reporter

    as you can see I set constrain for hand snap bone . so IK hand still move, the snap bone stop by limit =deform stop with limit

    then I snap FK to IK.

    so actually FK bone have min and max limit, then if I grab FK bone, and move slightly FK bone just fit on to the current snap bone pose. then we can pose as same as before.

    At current add on seems auto hide the FK limit, when snap FK to iK to avoid this issue, but I suppose about this case we need not.

    after all snap bone not move. (with FK bone limit off / on) like this.

    The main problem snap FK to IK with limit caused by free rotate IK hand, foot (then when set limit for IK it show different limit. because of IK structure. (parent is not same))

    So this way, (set limit for snap bone with FK bone. ) will make it possible. without change current pose hard.

  2. engetudouiti reporter

    Unfortunatelly this way can work for , hand rotation. but after all if I set limit for Limb chain bones, like Forearm or UpperArm, it cause issue for IK pose because only IK limb can rotate more. (then snap bone can not follow IK rig chain any more)

    I reject this requeset self.. (even though hand rotate work so, after all snap not work , so it seems more stable only set limit for FK pose. (then user can confirm limit when FK snap to IK)

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