IK leg bend

I got an IKFK rig that never lets me down. But using it for a robotic leg, it doesn’t bend properly.

I figured the bend could be solved if I gave it an angle into the right direction, but then the feetwork goes crazy.

I feel like I’m overlooking something. Any suggestions?

Leg test.blend (1.4 MB)

The rest position of the lower leg bone in Arma_CHAR doesn’t reach the foot.
If you go into edit mode, you can see that it’s shorter than in the other rig. When you snap its tail to the foot position, then the two rigs behave the same way.

I figured I needed to change the direction of the lower leg bone, to make the knee bend in the right direction. But to keep the foot to rotate on the current spot, i thought that disconnecting them and have an off-set would work just as well. But clearly that didn’t work as intended.

I would prefer the functionality of the original leg (the one where the leg and foot are connected), but I don’t see how.
What do you suggest?

Moving the tail of the bone with the IK constraint backwards will let you get it behind the ‘knee’. The other foot bones can stay where they are. I also locked the Y and Z axes in the bone IK properties:

Leg test edited.blend (177.3 KB)

image

I understand.
But the problem with this is the foot/toe-block doesnt rotate on the right spot now.

You’ll probably need to adjust the mesh a little, so that the bend is in the correct direction in the rest pose.

I just slapped a limit rotation modifier on the IK leg and right now it seems to work. (I tried to use the Limit X option in the IK tab for the same effect, but for some reason that doesn’t to work).

Until further complications, I assume this is the fix!

Just in case you’re still looking at this. I had a go at reworking the IK setup a bit. I took out the other FK bones for simplicity. I adjusted the rest pose a little to put te bend in the leg, and set things up so that the foot doesn’t get rotated out and clip the side of the leg.

Leg test edited.blend (165.1 KB)