Problem in my rig

Hi !

I try to rig my ninja. I use a deform armature that fit well to my object (Ninja).
Then I duplicated it to create a IK armature and I use location and rotation constraints on my DEF bone to copy the IK bones.

As you can see I have a visual problem with ninja right hand. This is the view with the IK armature.
I was thinking the problem can come from the roll bone, but all bones are mirrored and I have check all the bone roll.
I just see a difference about the bone with the IK constraint in this view. For the pole target on right arm I need to put a angle of 25 degree but I have a 155 degree for the pole target on the left arm (the good one) when I want to see my ninja in original position.


I have check my vertex group for my ninja object. All seems good. All vertices are well grouped for the left part in the view, and I have same group of vertices created for right part (the part with the problem) with the flip name and which are empty.

So I really do not know what can cause this problem…
Have you an idea to help me, please ?

Problem finaly solved.

Hi,

care to elaborate as to what was causing you trouble ? Who knows, it might help someone later on… :slight_smile:

Salutations depuis Marseille !

I solve my problem by using the x-mirror and Ctrl-R combo on each bone to simulate I change the roll. Then with right click I cancel the change. I think this put roll and axis the good way.

Salutations d’une “ex Marseillaise” depuis Lyon :stuck_out_tongue:

Weird that you had to do this… joint mirroring never seems to work quite right, be it in Maya or Blender. :confused:

Cheers,

Hadrien

Yes. I try a lot of things before this works finally.

Jessica