Any tips will be hugely helpful
It’s really kill me the knee pop in in walk cycles and runs,
What I need to be careful;
Please I need suggestions and tips
Can you be more specific about your problem? A well-made rig shouldn’t pop. A zero constraint, full FK rig won’t do any kind of popping. You could have issues with IK?
Yeah problems with the ik
With fk I haven’t any issues
I would say the most likely issue is that you’ve modelled and rigged a fully straight leg. That’s no good. Model and rig the leg slightly bent (in the appropriate axis and direction.)
If you don’t want to change the model, you can probably get away with editing the leg bones slightly so that they describe the bend you want.
In general, minimize use of angle limits to minimize popping. But here, it would be good to angle limit the shin bone. On a typical looking model + rig, you’d lock Y and Z and limit X to 0-180 degrees. But it depends on what roll you have set up for your shin bones.
Its a commen problem in any 3D Animation Program i worked with. Depending on what your rig provides there are several solutions for it. Rigify for example provides you with automatic soft ik. If that isnt enough you could counter animate the tweak controls in the leg. Some rigs have extra hip controllers to lower the legs a bit. If your rig has none of these features and your IK leg supports no stretching, best way is to compensate the pops by lowering the waiste controller to the point where you dont exceed the original length of the IK chain anymore.
Fortunately, Soft IK is very easy to do in Blender (unlike in other 3d applications)
i know this is an old thread but trying this (technique in video above) in 3.2 limits on stretchness don’t seem to apply.
is this a regression or am i missing something?
I haven’t watched the video, but if you want to upload a file, I’d take a look.
edit: the mesh matters, not just the armature.
Hi;
Never heard about “Soft IK” method or that “Knee Pop” side effect from IK Bone Constraint use; although, I think I’ve had already experienced Knee Popping it was so slight it didn’t bother me for Posing —at least not on the model I was using. But I understand the problematic and this is indeed a pretty valuable tutorial on this matter, so thanks for recovering that old topic.
I’ve watched it and since it sounds relevant to learn that Rig trick, I was able to reproduce the solution in Blender 3.2.2. Not a very Basic tutorial to follow though, but it still works and it covers many interesting concepts along the way; so very good actually.
The Limit Scale Bone Constraint in this method is only for the extra Bone created, that has got the Stretch To Bone Constraint; the Rig will not work if you have the Limit Scale before the Stretch To, on the Bone Constraint Properties Tab’s list.
Note: I didn’t explore further changes in the Stretch To Bone Constraint, as it is not a Deform Bone in this case. But later on the tutorial, there is another use of Stretch To Bone Constraint on a Deform Bone I guess and which is quite instructive on how to set up that Bone Constraint for ‘inner’ Scaling settings; but apparently all of those settings (starting from Volume Variation Value to below) are only controlling XZ Axis Scalings due to stretch and squash properties of the Stretch To Bone Constraint. Only Original Length and Head/Tail help for direct interference with Y Axis Stretching.
so it can work! am up to my neck on a differngt project but good to know. will check your soliution soon!