2.40 alpha parenting bones in IK chain problem


(LGM) #1

Okay, 'nother problem I ran across while rigging my character. I have a chain of bones for the arm: upperarm.l->lowerarm.l->hand.l. lowerarm.l has an IK-solver constraint to hand.l using the tip. I used the same type of chain (but with three bones plus the IK solver) for the fingers. After I parented the base bones and the IK solvers of the fingers to the hand.l bone, the whole arm got messed up. When I moved finger IKs, the hand bone moved as well, when I moved the hand bone, the finger IKs didn’t stay in the same positions relative to the hand.l bone. Does all that make sense? :-?

Is there a new way of parenting in 2.40, or is this a bug? I would like the finger chains to be parented to the hand bone, but to not have their relative positions to the hand changed when I move the hand bone (like the way the hand is rigged in the old blenderchar tutorial).

Thanks,
LGM


(neilh1) #2

Try playing around with the Chain Length in the Constraint Panel for the IK, this could be the problem. If it’s set to 0 it use all the bones in the chain.

Not exactly sure if this is the problem.

n


(LGM) #3

Yep, perfect. I didn’t realize that the IK chain now extended to none-connected bones. Thanks, neilh1.

LGM