hand: bones, IK solvers and weird results

hi all,

probably a newbie thing, but after 3 to 5 attempts i just don´t get it. I want to animate a character (the first in my passion for 3d) - so I took my time with the blender tutorial. theres a chapter called rigging the hand, in which it says to build up chains: arms, fingers and add IK solvers; which works well. then every base bone of the fingers should be parented to the hand bone - works; then the ik solvers of the fingers should be parented to the hand bone - madre mia! if you now move one of the finger ik solvers the whole system of bones starts to spin and flip around uncontrolable. any idea? i think in the end i could animate with this “bug” by simply not parenting the finger ik solvers and move them seperately during animation, but a solution could save me a lot of time…

thx for input and take care of your bones :rolleyes:

For each of the finger bones where you applied a Ik-solver constraint pointing to a target ik-bone, set the chainlen (or something like that) value in that constraint’s panel to 3 (or adjust until moving that finger’s ik-target doesn’t affect the rest of the armature)

Aligorith

The interesting thing here is that in older Blenders, IK chains stopped at a break in the chain but now they can travel right through a parenting relationship - even across breaks in in the bone chain. So chances are, in the tutorial you’re following, the IK constraint didn’t include the hand bone whereas in the new Blender, that bone is included unless you tell Blender not to include it.

So, effectively you’ve got a circular relationship - the IK moves the fingers and the hand but the hand controls the IK which controls the hand which controls… you get the picture.

As Aligorith suggested, Chainlen is the solution to this problem (I just thought I’d explain the cause :wink: ).