0
$\begingroup$

I am making a rigged character. When the wrist is lifted up, the whole arm should move, and the torso should not. The correct 'connecting line' from the wrist to the collarbone (may be hard to see, click on the image and it is clearer):

enter image description here

however the opposite arm's wrist is connected to the pelvis so that when it is raised the whole character tips:

enter image description here

How do I fix this, and connect the left wrist to the left collarbone, like the right?

Thanks in advance.

here is my .blend file:

$\endgroup$
1
$\begingroup$

EDIT: It turns out you have the Auto IK option enabled. To turn that off, press N with your mouse in the 3d view to open up the sidebar and go to the tools tab.

enter image description here

Uncheck that and you are good to go!

EDIT: The information below did not answer the question directly, but may help others as it can cause a very similar issue.

I looks like you just need to adjust the Chain Length in the IK constraint, found here:

enter image description here

What this does is tell Blender how many bones in the chain to use. The default is 0, meaning the whole chain is used, in your case up to the pelvis. I think you would need to set yours to 3, but you'll be able to see the line update as you change the length.

| improve this answer | |
$\endgroup$
  • $\begingroup$ I don't think I am using IK on my hands, only the legs. Should I create this constraint for both shoulders? $\endgroup$ – Malted_Wheaties May 11 at 19:26
  • 1
    $\begingroup$ When a bone is yellow with a dashed line connecting to another bone that means there is an IK constraint. If there wasn't, you wouldn't see any movement in the rig when you move the wrist, the wrist would just rotate. If you select the wrist bone (the yellow one in the second image) you should see an IK constraint in the bone constraints tab (see the image in my answer above). This is the right way to do it, and you wouldn't need to anything to the shoulders. The IK constraint is applied to the bone that you want to use to control the other bones in the arm or leg. $\endgroup$ – Brenticus May 11 at 19:33
  • $\begingroup$ Sorry, thanks for all your help so far. Yes, it would seem as though there is an IK constraint on the wrist, I can't seem to see it in the inspector. See here: imgur.com/a/X01pDkR . I'm still quite new to Blender so I apologise I am am a bit slow $\endgroup$ – Malted_Wheaties May 11 at 20:10
  • $\begingroup$ Perhaps there are doubles of some bones. Try selecting the wrist bone and hiding it with H. Since there are flashes of yellow/orange on certain bones there must be something there. If you don't mind sharing your file, you can also upload it and link to it in your question using this site: blend-exchange.giantcowfilms.com $\endgroup$ – Brenticus May 11 at 20:17
  • $\begingroup$ Absolutely! I have stuck it in the question. It doesn't seem like there are any duplicate bones from my h press, though I am probably doing it wrong. If all else fails, could I just delete the badly behaving side and mirror it? Though I don't know how this would fix the head... $\endgroup$ – Malted_Wheaties May 11 at 20:24

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.