I have an armature on bicycle and have inverse kinematics on the foot/leg of the character constrained to follow the pedal of the bicycle (pedal is parented to the gears and wheels)
When I rig the IK on the leg and constrain to pedal then quickly preview the gear animation in object mode it looks fantastic. The second I click back it all goes haywire. I’m missing something. Please help. youtube link is to the screen capture of my issue.
(I’ve tried this a few ways…making the IK target the pedal, making the foot the IK target then constraining its location to follow pedal, using pole targets and not using pole targets)
Cannot see what is going on with your video - I cannot possibly tell what is wrong from what you have posted. The only way to go here is for you to post the blend file to pasteall.org/blend then post URL of the uploaded file here for us to look at. It is probably something simple, but it cannot be guessed at.
It is a good idea to post blend files here so we can help you better.
Hard to tell just from your video what is wrong… if you can post a file… for us to look at it would be easier and quicker for us to figure this out… since your new… you may not be able to post files yet… if so… upload your file to here… http://pasteall.org/
note there is a special blender icon at this website in the over on the Right hand side of the site… Use that…
the come back here and give us the link to the site to download the file…
However… my guess would be you may have a cycle dependency…
what may work best is for you to go out side of your Armature and parent the IK target to an empty object… then the empty Object to the Pedal…
this may help… but can’t say for sure…
Wow thanks everyone for the help. So it has corrected itself somewhat. Here is what I did. I went to the very first frame and got all the rigging set up and keyframed. From there I played the simulation (The only other keyframe I have is of the gear arm rotating) I noticed the legs go out of whack at first. Went back to first frame and adjusted the rig. It seems that the way I angled the bones to the pedal affected the simulation in that the weight of the bones needed to be aligned better to keep the feet on the pedals. I did change the iteration count of the IK (I’m not even sure what that is but I maxed it out?)
I’m very new to blender. I introduced a baked animation from fuse into an edit and it sent my client over the moon. Now the expectation is to add a few more 3D models to our project so I’ve been on a blender crash course last few weeks. This community is AWESOME!
It seems that the way I angled the bones to the pedal affected the simulation in that the weight of the bones needed to be aligned better to keep the feet on the pedals.
there you go… that was probably the whole problem right there…
for more specifics on that go watch this video …
IK descussion starts at about 4:30 into video…
around 5:30 the knee bend is mentioned…
anyway this video really goes over the details how to setup a good IK leg Rigg…
(from one of the best Blender Riggers in the field by the way… IMHO)
Nathan in the above video mentions that he will discuss in more detail the idea of having a bent Knee…
that information is in this video…
watch the whole thing or jump ahead to about … 14:30 into the video… that’s where Nathan starts talking about knee bends… and whats up with them…