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


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.