After getting far with rigging a character with a modified meta rig, I noticed that when I pull the arms down, the elbow is pushed forward, yet when I pull them up, it bends the right way. I there an issue I’m not aware of?
Were your arms perfectly straight when you rigged them? That doesn’t work. They need a bend in the bend direction
Looks like IK “pop” to me. It happens when the IK chain reaches the end of it’s length but the controller keeps moving.
Or does this happen as soon as the arms start moving in a downwards direction?
Nah, it might be the IK pop that you mentioned, as the elbow doesn’t go forward until it starts extending (I assume it’s reached it’s maximum original length), Is there a way to stop or at least mitigate this?
The only ways I know are to just not extend the limb past its max length, or add extra bones and constraints that will automatically prevent the limb from extending.
Maybe somebody better at rigging than I am may have a better/more streamlined method.
These two videos use the extra bones and constraints methods:
https://www.youtube.com/watch?v=JBIdruWylDQ (Starts at 7:00)
https://www.youtube.com/watch?v=F2RzZRaDrXU&pp=ygUQYmxlbmRlciAgc29mdCBJaw%3D%3D
Can you show how the bones look when it’s been pulled straight.
I think the bones themselves will probably be straight. It’s the mesh that’s being deformed to kink like that, due to where the elbow joint lives in the skeleton.
In Pose mode, select the lower arm bone, then go the bone properties panel. You can set limits to the rotations on the bone. Adjust the appropriate value, so that the arm is visually straight when the IK is at it’s limit.