0
$\begingroup$

I'm trying to make a simple leg rig, but I want to make the knee have its own bone. The rotation should interpolate between the other two bones. I have Inverse Kinematics set up, but it doesn't rotate the joints equally when I move it around. Are there any good methods to do this? Of course, this could possibly work with Forward Kinematics, but that is not how I want to go about it.

I'm not worried about mesh deformations since my model is made up of multiple objects.enter image description here

As you can see in this image, it's a little off. Its shape should look like an isosceles trapezoid, but this one isn't symmetrical. It seems to rotate the shin more than it does the knee. Does anyone know how to fix this problem?

$\endgroup$

1 Answer 1

0
$\begingroup$

If the thigh and shin bones are the same length, there is a simple solution.

Step 1

enter image description here

Create an offsetted IK system as shown in Figure 1. In the figure the Knee.L.001 bone has a Damped Track constraint to the ShinIK.L one. And the Thigh.L.001, Shin.L.001, ShunIK.L and KneeIK.L bones make up the basic IK system.

Step 2

enter image description here

Add deforming bones, Thigh.L and Knee.L, as shown in Figure 2. However the Thigh.L.001 and Knee.L.001 bones are intentionally hidden. In the figure the Thigh.L bone's rotation is constrainted by the Thigh.L.001. And the Knee.L bone has a Damped Track constraint to the Shin.L one.

$\endgroup$

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .