Hey guys,
I’ve been working on a particular scene and I have seem to come across a strange problem. When I rotate my IK hand bone by 90 degrees on the Y-Axis, the main hand bone does not rotate properly. The main bone has a copy rotation constraint to the IK hand bone.
There isn’t another constraint on top of copy rotation.
No, both the target and owner are in world space. Setting either to local space or both to local space messes up the orientation of the hand.
If it’s any help, the claws are parented to the main hand bone. I don’t believe this is the problem as deleting and replacing the claws, deleting and replacing the hand IK bone, or even deleting and replacing the main hand bone itself does not fix the problem.
Thanks, Clockmender! The reason I had two bones for the hands are because I made the rig with a hand bone to control the hands, and the hands were rotation constrained to the hand IK bones. I see you deleted the hand bones and parented the hands to the hand IK bones. The only problem is I don’t generally like that setup. Could you make it work without deleting the main hand bone? I know it is possible as I use that technique with all of my rigs and they work fine. If you would like to know where I learned it, check out BornCG’s tutorial on IK rigging Pt.1/3.
Ideally you should position the control bone so it is not coincidental with a deform or IK target bone, I will add one later today when I have some free time. Can I presume you want both hands to rotate the same way? Maybe in opposite directions so they clamp together when you rotate the control. This method lets you move the hands independently or together. Coincident bones, just causes confusion in trying to locate the right one, and also is not good practice if someone else does the animation after you do the rigging. It does not look like a Blender problem to me, just a case of tuning the rig.
Take a look at BornCG’s tutorial on IK rigging Pt.1/3 around the 22 minute mark. That’s what I am trying to achieve. His method for IK rigging hands has always worked for me until this project so I was confused why it didn’t work this time. Also the reason that the IK bone was in the same position as the original hand bone was so that the mesh was parented to the original hand bone and that original is constrained to the IK bone. The original would be on a separate bone layer so you wouldn’t get confused.