As can be seen in the picture below ~~ enter image description here

What should I do to fix this? ~~ Tried setting Pole Target. The angle got right but the mesh looks wrong when deformed enter image description here blend file:

  • $\begingroup$ You need to set the IK Pole Target and pole angle. Follow JerryNo's answers How to IK rig legs and How to Set/Calculate pole angle of IK constraint $\endgroup$
    – Tak
    Jun 4, 2017 at 9:33
  • $\begingroup$ Tried that. The angle got right but the mesh is impropriately deformed :( $\endgroup$
    – thododo
    Jun 4, 2017 at 10:18
  • $\begingroup$ please updated your question with your attempt and show what happens. $\endgroup$
    – Tak
    Jun 4, 2017 at 10:19
  • $\begingroup$ just set the pole target as: mixamorig:LeftLefCtrl and you're ready to go $\endgroup$
    – thododo
    Jun 4, 2017 at 10:37
  • $\begingroup$ Above, I've added an image of what happened when I set the Pole Target $\endgroup$
    – thododo
    Jun 4, 2017 at 10:38

1 Answer 1


You have a few issues:

  • In Edit Mode, select mixamorig:LeftUpLeg. Under Bone:Transform uncheck lock, or the rest won't work.

  • In Edit Mode, select the root of mixamorig:LeftUpLeg and the tail of mixamorig:LeftLeg. Shift+S, Cursor to Selected. This will place the cursor directly between the two. Select the root of mixamorig:LeftLeg (the "knee") and Shift+S Selected to Cursor. This will snap it right to the middle. From the right view, move it a bit forwards. Part of your issue is that you have the initial position with the knee bending inside. Having a slight bend forwards will help the IK solve correctly.

Leg Position Fix

  • Select mixamorig:LeftUpLeg and mixamorig:LeftLeg. In Edit Mode, hit Control+N and recalculate the roll angles to "Global X Axis." This'll align the Z to the X axis, keeping the bone X axis facing forwards.

  • In Edit Mode, select the whole bone mixamorig:LeftLegCtrl. With the cursor still at the knee, Shift+S Snap Selected to Cursor. The pole vector bone will snap its base to the knee. Move it forwards a ways from the right view.

  • Assign the pole vector object to the IK contstraint on mixamorig:LeftLeg.

Once that's all done the IK should work fine. Working Leg


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