3d:animating

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
3d:animating [2025/04/14 22:42] – [Graph Editor] mh3d:animating [2025/06/02 21:23] (current) – external edit 127.0.0.1
Line 96: Line 96:
 Then using the same bone with the bone constraint select the **Armature** as **Pole**  and the **Pole bone** as **Bone**. Then using the same bone with the bone constraint select the **Armature** as **Pole**  and the **Pole bone** as **Bone**.
  
-For a leg, the pole would typically be in front of the knee (facing the leg) while for an arm, the pole would typically be behind the elbow. +For a leg, the pole would typically be in front of the knee (facing the leg) while for an arm, the pole would typically be behind the elbow
 + 
 +Set the **Chain Length** to the number of bones the pole should affect (or else the entire rig will be affected), and adjust the **Pole Angle** to straighten the armature back to desired orientation. 
 + 
 +=== Example === 
 + 
 +{{:3d:ik-rig-setup.png?direct&500|}} 
 + 
 +=== Symmetrize === 
 + 
 +To symmetrize a modification to the other side of the rig, make sure the corresponding bones are present and the following nomenclature is respected : ''bone name.L'' and ''bone name.R'' with identical names for both sides. 
 + 
 +Then in **Edit** mode, right click on the rig and select **Symmetrize**. 
 + 
 +It is also a good idea when modifying the rig's position in **Edit mode** to activate a **Mirror** to copy modifications made on one side automatically to the other side.
  
 === Copy Location ==== === Copy Location ====
  • 3d/animating.1744663372.txt.gz
  • Last modified: 2025/06/02 21:19
  • (external edit)