fellow blender artists!
What you see here is work in progress, for an ad I'm working on, with CGI involved. I'm posting this as I will need some help and feedback from you guys.
Also, for more information about the project you can see this post.
Alright so let's get to it. These legs have to be animated so that they're fully functioning, and for that reason I have set up bones with IK constraints, and to some extent it currently works, however, with some issues involved.
So here you can see the bones, every bone starting from the centre of the coffee pod, who I'll call Jimmy for my own amusement. The first bones of every leg (The ones inside Jimmy) are out of the IK chain, while the IK controllers are the last, small bones facing downwards.
Problem 1 - Clipping
Alright, so in this image you can see how the joint (actually attached joined with the first part of the leg) and the first part of the leg clip into one another.
This seems to be, or at least from my understanding, a child problem of
Problem 2 - Bone Rotation
In the way I have engineered these legs, each one of the parts basically would have to rotate up and down, with a very minimal movement to the sides, maybe only from the top part. (I am still unsure which option would be best here, or even if to re-engineer the first part so that it can rotate sideways) However, what happens in reality is that the bones rotate sideways as well, over the Z-axis, from what my understanding is. So what I have tried to do is to restrict that movement by using the "Lock IK" option, "Stiffness" and the "Limit Rotation Constraint" from the Bone Constraints tab, and limiting the different axis's to 0, or basically trying different combinations, but I can't seem to work it out.
This problem leaves us with two sub issues, one I've already shared with you, Clipping, and the other:
We get movements like these, when trying to animate a walk cycle, for example.
Another thing that has been helpful to some extent, is the Pole Target option, as I have noticed that it can add some additional stiffness to my bone rotation. The problem here is, that this is not a human elbow, or knee. Hence, sometimes I'll need the middle part to rotate upwards, and sometimes downwards.
Also, I am not sure about this, but does blender disregard the limit rotation constraints when there is a pole target active? There seems to be something happening there.
Anyways, I think this is what is preventing me from moving forwards at the moment, I hope you guys can help me out here and give me some feedback! I'm open to ideas non-related to these issues as well, so feel free to shoot. Thanks in advance! P.S. Jimmy is thankful as well.