Foot IK pole target issue

I’m working on the rigging of my character right now. I did it once when i was a absolutely blender-noob. now i want to do it better, but this gets to be really difficult.

the problem is that:

When i lift the leg, the knee is bending to the side (pic 2). i could control that with the pole target, but then the knee would shake while doing the walk cycle, and thats what im trying to avoid. now i thought i can correct that by changing the roll from the tigh-bone (pic 3), but then the standard-pose gets strange.(pic 4)
is there any way to get a proper movement so it looks like on picture 3?

okay. than i’m happy to share it:
i used the basic shape from the monk model out of blendswap. simplified it and created my own rigging. but i’m pretty new on that work. so i’d be glad if you could give me a quick quality feedback on the deformation if you open the file.

and also, when we are there already, is it better to leave the arms like that, or create a IK there aswell?

:slight_smile: thanks.

Part of the problem is that you used the Rigify metarig as a basis for your armature. That is not how the metarig is intended to be used. The only purpose of the metarig is to act as a template for generating the final Rigify Armature. There are some scripts defining leg movement attached to the metarig, I believe, so that might be a conflict. However, some of the problem can be alleviated by changing the bone rolls so the knee bends on the X axis, and moving everything so he’s generally less bow-legged. I moved the knee inward a bit and the hip joint outward. I also changed the rotation of the pole target and changed the pole angle on the IK constraint.

All that being said, I’d recommend you start from scratch if you’re going to create your own armature. Only use the metarig if you actually plan to generate a Rigify armature. Animate1.blend (701 KB)

Okay, thank you for that. it works now with the leg, but I’ll better start from scratch if that will give me a proper rigging. but i guess i have to go over the books and learn some rigging theory. right now i don’t really understand what you mean by rigify armature and what’s the difference to what i created there^^. i just followed the blenderguru rigging-tutorial. and i pretty much just followed that tutorial and was sure it’s right like that.

The first step you took for rigging was to do Shift-A>Armature>Human Metarig. I can tell from looking at your rig. You didn’t start from a single bone. If the blenderguru tutorial tells you to do that, but doesn’t tell you to press the Generate button to create the Rigify Armature afterward, that’s not a good tutorial. If he’s telling you to add all these other bones and constraints to the metarig, he’s giving bad advice. You need to either start a rig from scratch with a single bone, or use the metarig as a template for generating the Rigify Armature. Look for tutorials on how to use Rigify if you don’t understand what that means.

okay, that was maybe my fault, that i just used the human metarig, couldn’t think of why not. thank you for the information, helped me a lot and i don’t spent more time on improper work.

The metarig won’t necessarily cause problems, but it can. And anyway, if you want to learn how to make your own rig, you might as well learn to make the whole thing! :yes:

I’m pretty sure that tutorial starts with a single bone, adds the rest of the bones, talks about mirroring and so on. Humane Rigging is the best source for leaning rigging theory I’ve found. If you’re going to hit the books to learn rigging theory, that’s the one to hit first.

Seconded. Humane Rigging is excellent.

OK, i’ll maybe buy this one. thanks for the link :slight_smile:

but i just rewatched the start of the tutorial. and he adds the meta-rig as i did. He comments the thing, “you could build the skeleton by yourself, but there’s a tool for it, so why not use it.” Therefor I’m a bit surprised, since the blender guru videos are the best free tutorials i normally find.

I must have been thinking of another tutorial, that rig is much more detailed. Lee Salvemini uses the meta rig to get a basic skeleton set up with fingers in the hands, and proper names, as a time saver, but then he treats the meta-rig’s bones as an ordinary built rig, which is fine.

One thing I’ve discovered in following tutorials and in writing my own, is that it’s easy to either overlook ‘minor’ details or skip steps, and those ‘minor’ details generally come back to bite you in the arse later on.

The biggest problem with using the rigify metarig isn’t so much technical as mental. It was built by someone with particular goals in mind. Yeah, it’s got bones with the right names in the right places, but you didn’t go through that process. You didn’t plan out where things would go and how they would work together. You’re going to end up fighting against those at some point. There are plenty of little idiosyncrasies to rigging that crop up as you build a body, just like in modeling. I could save a lot of time perhaps by starting with a base mesh that someone else built, but the more I add to it, the more little quirks of topology won’t work with what I’m trying to do, so I end up fiddling with what they did instead of just starting with a mesh that I made deliberately for the purpose I had in mind.

  • 1 for me. You nailed it :slight_smile: