I want to limit the rotation/movement of bones of an
armature to their anatomical correct ways.
I dont wnat to break someones knees, even if their
are only those of Agent Smith (The Matrix).
I tried to assign an IK-solver âwithout targetâ and
a length of 3 and use DoFâŚbut â at least what I
have tried â the result was: No effect.
So I am sure I did seomethng wrong, which put
me back to my initial questionâŚ
Thanks a lot for any help in adance !
Keep blendering!
mcc
sorryâŚbut I fear I havenât understand the whole stuff
completly yetâŚ
I have a three-bones armature. Last bone right
first bone left. I assigned an IK-solver to last bone
with âlengthâ of thre for thre bones.
When moving the last bone in POSE mode, the others
are follwoing.
No I assigned Limit X,Y,Z to certain angles say -10 min
+10 max.
This works fine for the first and the middle bone but
regardless what I am doing, the last bone is moving
everywhere and I cannot limit its rotation to certain
angles.
And the N-Panel (âpropertiesâ) for the bone I completly
dont undertstandâŚ
Limits work on joints. The first bone has no joint. You could probably put a small ânullâ bone there, extend the Chainlen to 4 then apply the rotation limits.
âŚohâŚI see!
Is this adding of a NULL-bone âwithout consequencesââŚwill say:
Do I have to care about other things or sideeffects or do I have
to assign/move/remove/compose/pose/add/subbtract/doify anthing
to/at/from/under/beneath/beyond/beside/over/⌠that bone
before anthing else to ensure that the only effect is to have
limitationable third bone ???
Kind regards and thanks a lot for all the help in advacne!
mcc
(I havenât count my bones more often as in these days⌠)