This looks like a great site, and I’m excited to be getting familiar with Blender, which seems like a terrific piece of software. I’m having problems rigging a character right now and I hope somebody might be able to help.
Basically, I am rigging two hands. I am using IK solvers and NULL bones at the finger tips, which I have constrained to copy the locations of five target empties for each hand, so that I can position the fingers while in object mode. Further, I have an empty set up at the wrist to rotate the hand/bend the wrist, and I have the main hand bone constrained to copy the rotation of that empty (that empty in turn is constrained to copy the rotation of the forearm, by default). I have another empty set up at the wrist to control the IK solver for the arm. The wrist-rotation empty is a child of the arm-location empty. Lastly, the finger empties are all children of the rotation empty.
This seems to be working fine for the left hand. When I bend the arm using the IK solver at the wrist, the entire hand follows along nicely.
On the right hand, which I thought I had set up the same, the fingertip IK solvers do not fully follow the fingertip empties when I move the parent (hand) empty. They follow the fingertip empties otherwise. But when I move the hand empty, the fingertip IKs sort of drag behind the fingertip empties, and of course the fingers become mangled. I can’t make sense of the way the IK bones are dragging behind the empties here.
I think you should be able to find the blend in question here:
If you try to move the hands using the large empties on the wrists, you should see the difference in behavior. I’d be very grateful for any help. Also, of course, if this seems like a ridiculous way to rig hands, please let me know. It’s based on some tutorials I read, but I’ve taken a few liberties.
Thanks a million,