Ik making legs twist weirdly

I am making a redesign of the warden and the Ik on the legs make the thighs/upper legs twist weirdly, can someone please fix this?

file:

h ttps://drive.google.com/file/d/1zqyM3NQ6EdXM3gHaOhmlDQ3cwWz0r7dn/view?usp=sharing

Hey, hi there!

Wow, you have a few ‘strange’ things going on in your file…

The controller bone for the leg - IKT.L - is not correct. If I enter edit mode for the armature, the IKT.L bone is located at the top of the leg bones, in the hip area. Normally you’d want this bone to be in the location of the foot. As is now, with that bone selected, if I do a alt-g/alt-r to clear the bone’s loc/rot, it returns to the hip area, because that is where the bone is in edit mode. That’s it’s rest state. Normally you’d want this bone to be at the bottom of the IK chain in edit mode, not at the top. You also have an IK constraint on this bone, it’s not needed there and serves no function.

Next, your IK targets are also confusing. First, they are hidden, I had to find them in the outliner. Not sure why you’d hide them. These control which way the leg points at the knee. Normally, you’d want these bones to be children of the leg IK controller bone. As is, if I pick up the IK control and move the foot up and forwards, now the leg is in front of the pole target. This is causing the thigh bone to roll around in this type of pose. You want the pole target to stay in front of the leg so the bone chain keeps pointing at it. That’s why I make them children of the IK controller.

Have a look:

I’ve moved the pole target to in front of the leg and the thigh bone is rolled back to how if should be.

Also note the pose of the leg in it’s rest pose. It’s straight up and down, normally you want a bit of pre-bend in an IK chain. I don’t know if it’s true or not, but the thinking is this gives the IK solver an idea of which way you want the chain to bend.

I see you posted several days ago, let me know if you are still looking for help…

Randy

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