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Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
added 147 characters in body
Source Link
Roro
  • 11
  • 5

I'm a long-time reader and asking for the first time. Fairly new to blender with no prior schooling in 3D, I would like to rig an armature to a human skeleton. However, my knee joint (consisting of 3 bones, femur, knee and tibia) makes the tibia clip into the femur, when the leg is folded (as in: When the heel touches the butt).

Here is a snapshot of the clipping knee...

ShinClippingIntoFemur

I have tried everything and cannot figure out, how to solve this puzzle. But: If there would be a way of making the knee bone rotate 1.5x the amount of the tibia, the problem would be solved.

Here's an illustration of what I mean by rotating the Knee bone more than by the IK: ShinNotClippingWhithMoreRotationOnKneeBoneOnX-Axis

As far as I know, that is not possible in an IK with parented and (even worse) connected bones, right? So what's the solution? The human leg "travels around an arc", rather than rotate around a pivot-point. How can I incorporate that "travel" in an IK-rig.

Thanks a lot in advance for all your help. Also thank you all for this wonderful ressource of information in the past.

If ever needed, I'll try and provide a slimmed-down .blend file (new to this).

EDIT: Added the .blend file here:

I'm a long-time reader and asking for the first time. Fairly new to blender with no prior schooling in 3D, I would like to rig an armature to a human skeleton. However, my knee joint (consisting of 3 bones, femur, knee and tibia) makes the tibia clip into the femur, when the leg is folded (as in: When the heel touches the butt).

Here is a snapshot of the clipping knee...

ShinClippingIntoFemur

I have tried everything and cannot figure out, how to solve this puzzle. But: If there would be a way of making the knee bone rotate 1.5x the amount of the tibia, the problem would be solved.

Here's an illustration of what I mean by rotating the Knee bone more than by the IK: ShinNotClippingWhithMoreRotationOnKneeBoneOnX-Axis

As far as I know, that is not possible in an IK with parented and (even worse) connected bones, right? So what's the solution? The human leg "travels around an arc", rather than rotate around a pivot-point. How can I incorporate that "travel" in an IK-rig.

Thanks a lot in advance for all your help. Also thank you all for this wonderful ressource of information in the past.

If ever needed, I'll try and provide a slimmed-down .blend file (new to this).

I'm a long-time reader and asking for the first time. Fairly new to blender with no prior schooling in 3D, I would like to rig an armature to a human skeleton. However, my knee joint (consisting of 3 bones, femur, knee and tibia) makes the tibia clip into the femur, when the leg is folded (as in: When the heel touches the butt).

Here is a snapshot of the clipping knee...

ShinClippingIntoFemur

I have tried everything and cannot figure out, how to solve this puzzle. But: If there would be a way of making the knee bone rotate 1.5x the amount of the tibia, the problem would be solved.

Here's an illustration of what I mean by rotating the Knee bone more than by the IK: ShinNotClippingWhithMoreRotationOnKneeBoneOnX-Axis

As far as I know, that is not possible in an IK with parented and (even worse) connected bones, right? So what's the solution? The human leg "travels around an arc", rather than rotate around a pivot-point. How can I incorporate that "travel" in an IK-rig.

Thanks a lot in advance for all your help. Also thank you all for this wonderful ressource of information in the past.

If ever needed, I'll try and provide a slimmed-down .blend file (new to this).

EDIT: Added the .blend file here:

Source Link
Roro
  • 11
  • 5

How to prevent legs (objects ) from clipping into each other, when moving the armature

I'm a long-time reader and asking for the first time. Fairly new to blender with no prior schooling in 3D, I would like to rig an armature to a human skeleton. However, my knee joint (consisting of 3 bones, femur, knee and tibia) makes the tibia clip into the femur, when the leg is folded (as in: When the heel touches the butt).

Here is a snapshot of the clipping knee...

ShinClippingIntoFemur

I have tried everything and cannot figure out, how to solve this puzzle. But: If there would be a way of making the knee bone rotate 1.5x the amount of the tibia, the problem would be solved.

Here's an illustration of what I mean by rotating the Knee bone more than by the IK: ShinNotClippingWhithMoreRotationOnKneeBoneOnX-Axis

As far as I know, that is not possible in an IK with parented and (even worse) connected bones, right? So what's the solution? The human leg "travels around an arc", rather than rotate around a pivot-point. How can I incorporate that "travel" in an IK-rig.

Thanks a lot in advance for all your help. Also thank you all for this wonderful ressource of information in the past.

If ever needed, I'll try and provide a slimmed-down .blend file (new to this).