So I am fairly new to Blender, and I come from a large amount of experience from Maya originally.
I’m working on a human character rig and I have come across an issue that I cannot seem to wrap my brain around. It has to do with adjusting an IK constraint for an arm.
Here’s my arm:
I want to use an extra bone in my lower arm as a way to rotate the wrist. I believe this is somewhat of a common technique.
So Here is what I’m doing:
I’m duplicating the hand bone and calling it “L_ArmCtrl”. This bone will function as a way to position the hand (transformation and rotation only) and the idea is that the IK constraint will do all the work of bending the arm. The hand will never move from where it is placed but the arm will bend freely. (I would also add in an elbow control bone set back from the elbow and tell the IK constraint to point to it for elbow control.)
So that solution didn’t work…
Then I tried this:
It is very important that I maintain the control position to be locked with the hand, but without breaking the lower arm.
Can anyone please give me some advice on how to set this up in the way that I have visioned?