Questions tagged [inverse-kinematics]

For questions about using IK in rigging. Inverse Kinematics is the opposite of the default Forward Kinematics. Instead of posing each bone in a chain from the base to the tip, IK solves the rotations of preceding bone(s) in the chain automatically based on the position of the IK-constrained bone.

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7
votes
1answer
41k views

How to IK rig legs

I have a simple character. I would like rig the legs so that I can easily control them. How can I IK rig my characters leg? .blend file
11
votes
1answer
4k views

How to rig a cartoon-style hose limb? (cartoon arm)

I was wondering if anyone knows how to set up a hose-like, cartoon-type limb like in this picture? My current setup for my model's limbs uses Inverse Kinematics and actually works quite well for the ...
2
votes
2answers
949 views

Bone shrinks mysteriously under the influence of an IK Constraint

I tried setting up inverse kinematics on a very simple test character rig and the bone went all crazy. It shrinks the leg to a stump when the IK Constraint's influence is at 1. I've set it to 0.5 so ...
2
votes
2answers
7k views

Worm/Tentacle/Tail/Spine Animation with ease

I wanted to rig and animate a worm using IK, so that if i move the tip of the tail i get the bend one would expect. Unfortunately using plain IK the tip will point towards the ground instead of ...
6
votes
2answers
10k views

How can I seamlessly switch between IK/FK?

How can I switch between IK/FK without having bones changing their transformation? I have forearm bone with IK constrained. Now I want to disable IK and rotate forearm. The problem is whenever I ...
0
votes
1answer
31 views

why are rigify's IK pole targets Hidden in pose mode

I have a character parented to a rigify Armature. I want to stop my character from contorting (e.g., elbow twisted into torso area) as I set the Hand_IK. I would assume that I could use the IK pole ...
0
votes
2answers
2k views

Baking IK into FCurves

I have an object containing multiple models with several IK. One model has fcurves (euler rotation only) which gives motor to linked IK models. What I need is bake/convert all IK animations into ...
0
votes
1answer
918 views

How to use root motion with inverse kinematics?

I have created a simple attack animation using inverse kinematics to animate the arms and legs of a character. Now, I want the animation to use root motion to export it to Unreal Engine 4. I have ...
10
votes
2answers
2k views

How to best animate a licking tongue?

I'm trying to animate a tongue that is licking an object. First I thought the tongue could be a soft body colliding with the object that it is licking, however, with that many parameters and options, ...
2
votes
1answer
2k views

How to switch to Inverse Kinematic for Make Human model in blender 2.78?

I exported a human in mhx2 format from MakeHuman and imported it to Blender 2.78a. What is necessary to install in blender in order to see the MHX Main panel and/or switch from FK to IK mode for ...
2
votes
0answers
2k views

Creating a generic IK/FK snap script

I've tried deconstructing the Rigify addon to isolate the script part that handles IK/FK snapping, but so far I've had no luck. Rigify is a very nice tool, but I'd like to get the snap functionality ...
1
vote
1answer
292 views

How to limit rotation on the last bone of an ik chain

The last bone here, Bone7, has an ik constraint of chain length 3. As in the image, moving ikBone moves the bones all the way back to bone4. This makes me think that the length of a chain doesn't ...
0
votes
1answer
276 views

RIGGING in 2.79b ~ IK handles cause hands/feet to detatch from the body, alternatives? (Foot rigging)

I've followed a couple of tutorials to learn how to rig my flying humanoid character. Both of them tell me to unparent feet/hands bones and parent them to added bones that will work as IK handles. ...
0
votes
1answer
135 views

newbie question: Move several bones with one control

So i have a humanoid rig and i want it to only do one thing - open and close arms as if hugging someone. I want to have a single control (with one degree of freedom) that moves all the bones ...
0
votes
1answer
1k views

Is my Inverse Kinematics not working correctly or is it working correctly?

Here is how it looks like when it is on the ground. Here is how it looks like when I move the bone up along the z axis. As you can notice the yellow bone moves to the right a little. How do I fix ...
0
votes
1answer
117 views

Animation issue in "Sniper Gun Reload"

i am animating the one of the sniper gun "AWP SNIPER GUN" but the issue is that the reload has to be done with the right hand ,the right hand is attached to the gun means where the right ...
0
votes
1answer
300 views

How to avoid bone roll on "Rotation Constrained" IK bone?

For 2d cutout animation sidefacing rig (XZ plane), movement and rotation in Y axis is restricted with constraints.However even after applying IK constraints to the IK chain and location constraints to ...
0
votes
1answer
369 views

Belly deforming when moving hand!

For some reason moving the hand deforms the belly: However, there are no weights in that area, or at least none strong enough to cause the deformation I see: This is how it appears normally (at rest ...