I seem to be having a problem setting up IK rigging for my character. The fundamentals are there its just when I move the leg it bends upward instead of bending forward. Any ideas how to fix this?
I guess the problem is with the bone setup before the IK target is moved, IK chains must NEVER be dead straight or the solver does not know which way to bend the rig, also you can set IK properties for each bone on the IK chain to stop them rotating in ways you don’t want, so you can lock X and Y and only let the bones in the chain bend in Z, but you do this in the IK Properties, NOT with Limit Rotation Constraints, etc as the IK solver ignores every other form of axis lock, or constraint.
Cheers, Clock.
EDIT:
Looking at your rig for a second time, I think the rig is behaving exactly as it should for the way you have it set up, i.e bending in line with the offset from straight, post the blend file and I will point you in the right direction.
EDIT:
Hmm I am a dummy - you have posted the blend file…
And blend file: bent_leg.blend (470 KB) - just press Play to watch it - then look at all the bones IK properties, which inherits scale, rotation, etc. What does what in the animation, etc. It’s not the only solution, but it works for me.
A dick bone is the cornerstone of any good rig, I thought you’d know better Clock.
In addition to what he said, there is a property in IK constraints that allow shifting the pole angle so that even though your bone chain is hazardly placed you can correct it afterwards.