3d:animating

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3d:animating [2025/05/14 10:17] – [Inverse Kinematics] mh3d:animating [2025/06/02 21:23] (current) – external edit 127.0.0.1
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 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.
  
-At this step, adjust the orientation setting.+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.1747210650.txt.gz
  • Last modified: 2025/06/02 21:19
  • (external edit)