3d:animating

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3d:animating [2025/05/14 10:19] – [Inverse Kinematics] mh3d:animating [2025/06/02 21:23] (current) – external edit 127.0.0.1
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 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. 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.1747210796.txt.gz
  • Last modified: 2025/06/02 21:18
  • (external edit)