Pole vector problem

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mehul soni

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Apr 7, 2013, 11:29:11 AM4/7/13
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Hi

I am facing a problem with the pole vector constraint on the leg. After i constraint my pole vector constraint to my leg it works out fine, but when i use the connection editor to make the pole vector constraint follow my main foot controller only in the X and Z axes, and not in the Y, it does that but when i rotate my foot control in the Y axis, the pole vector constraint rotates in its place only and apart from the shin and thigh bones all the other leg bones rotate with the main foot control. I want my entire leg to rotate in the Y axis (pole vector included) when i rotate my foot control in the Y axis. How should i resolve this

Thanks
Mehul Soni

jason schleifer

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Apr 7, 2013, 12:38:50 PM4/7/13
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It sounds like you are connecting to the ry of the pole vector object.  It will rotate around itself, because that's where the rotate pivot is.   You can solve this by parenting the pole vector object to another node that is located at the footprint control, and connect the ry to that object.


So the hierarchy is pv_group->pv

You point constrain the pv_group to the footprint, and connect ry of the footprint to the ry of pv_group.  Then, do a pole vector constraint to the pv.

-jason

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mehul soni

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Apr 7, 2013, 12:52:47 PM4/7/13
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Thank you Jason. What does "ry" mean?. "You can solve this by parenting the pole vector object to another node that is located at the footprint control"... didn't get that part. Does it involve using the hypergraph?

Thank you
Mehul Soni

mehul soni

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Apr 7, 2013, 12:59:48 PM4/7/13
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Ok I get...Its Rotate Y :)....So i point constrained the Knee control group to the foot control and then did the ry connection with the connection editor, its works alright but now when i translate my foot control, my pole vector translates along with it. Is that alright?

Thank You
Mehul Soni 

jason schleifer

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Apr 7, 2013, 1:10:56 PM4/7/13
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If that's the behavior you want, then yep!  It should create a stable relationship for the knee.. If you want it to not follow, then I would just leave it in parented and don't worry about connecting the rotations.


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mehul soni

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Apr 7, 2013, 1:20:04 PM4/7/13
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So what your're saying is that if the Pole vector control translates along with the foot control it shouldn't be a problem whatsoever. And when you say "just leave it parented",  do you mean directly parenting the Knee control Group to the foot control?. If yes, wouldn't my bones experience a jerk when i rotate my foot control way behind in Y?

jason schleifer

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Apr 11, 2013, 2:28:13 AM4/11/13
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Heya!

sorry it took so long to get back, I've been swamped at work and at home. :)

What I'm basically is asking.. how do you want the knee to respond?  Do you want it to follow along with the foot when it moves, follow the foot when you rotate it in Y, but not in X or Z?

Or do you want it to always be left behind when you move the foot?

Or do you want it to move with the foot no matter what, so if you translate/rotate the foot the pole vector will always follow?

By determining the exact behavior you want, it's easier to figure out how you want to rig it.

So.. in order to answer you effectively, how do you want the knee to behave? 

cheers!
-jason
jason schleifer
Head of Character Animation  - PDI/Dreamworks
http://jasonschleifer.com/

mehul soni

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Apr 14, 2013, 7:35:25 AM4/14/13
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Hi Jason,

Would it be a problem if the knee control followed the foot control all the time because that is what I am looking for.


jason schleifer

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Apr 14, 2013, 11:46:05 AM4/14/13
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No, that's fine.  If that's what you want then just parenting the knee control to the foot control will give you that result.  


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mehul soni

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Apr 14, 2013, 12:52:08 PM4/14/13
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Perfect!!

mehul soni

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Apr 14, 2013, 2:20:49 PM4/14/13
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Hi Jason,

Here's an IK/FK spine that i have rigged. I wanted to know if I've done it right. Now in this rig I've built the spine joints just once and I have created an attribute that controls the visibility and performance of these controls. And also in in the IK mode I have Parented "Lumbar_1"(Hip joint) joint to my "IK COG Ctrl", and in the FK mode I have parent constrainrd the same joint to my "FK COG Ctrl". I have also created an extra hip bone for my FK spine,  "FK_hip_sway_bone" and have simply parented it to my FK hip sway controller,  "FK_hip_sway_ctrl". So when I am in IK mode I will hide that FK hip sway bone and its controller, is hiding them the right thing to do?. The only problem that remains after that is that during the switching of IK and IK when I'm in FK mode all the joints go AWOL along with the IK controls as I have parented the hip joint of the IK spine to the IK COG ctrl. How do I solve this?

Thank You
Mehul Soni
FK IK Spine.mov

mehul soni

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Apr 21, 2013, 2:50:55 PM4/21/13
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Hi Jason, awaiting your kind revert

Thank you 
Mehul Soni
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