Would consider using shapekeys for the handles. With two shapekeys fully flexed and fully straight.
For example sake have made the rest of the mesh into shapekeys, however could use hooks or constraints to move cylinders, but what matters here is getting the handle flex.
To open close handle is now only a matter of adjusting flex shape value.
It should work this way:
Create 2 armatures, A and B, and create a bezier curve with 3 vertices that follows the armature B’s arc.
Parent both bones a2 and a3 to bone a1 in Keep Offset mode.
In Pose mode, give a2 a Limit Location constraint / Local Space mode, with only the Y axis unchecked, so that this bone can only move on its Y axis.
Hook each vertex of ...
That method works extremely well for all sorts of short bendy things, tails, tentacles, tongues, you name it. Only having 3 controllers for all of it makes animating a snap, too.
I just want to add, that a couple of modifiers in combination with the mesh are useful:
First, a Subdivision Surface Modifier, to make sure there is enough geometry there to be ...
Solution: The gun and body armatures were separate, so I deleted the original gun armature and created one inside the body armature. Using IK that targets the last bone of the gun and uses the gun mesh as a pole. I could achieve an almost, if not completely perfect result.
Took me way too long to find it myself, so I'll leave it here for others, who suffer ...
You could deactivate the IK when needed: Click on the eye icon to deactivate, put your cursor on it and press i to insert a keyframe. If you want to reactivate, same thing, click on the eye to reactivate and press i.
In the ideal case, you should have the pole value set to zero, reaching the desired behaviour by tweaking the bones roll in edit mode, and it's a habit to choose positive X axis as main bone rotation. The more your rotations happen on a single axis, the easier is to edit the animation with the graph editor, and this is the reason why - 90 and 90 degrees are ...
If you want the IK-Handle to stay in the same position as the pencil, simply use a Bone Constraint on the IK-Handle. Select the IK-Handle in Pose Mode and add the Copy Location Constraint from the Bone Constraint Menu (not the regular Object Constraints, see screenshot). Choose the pencil as a target, the bone will then follow the pencils origin.
If that ...
Disclaimer: This solution is not quite geometrically perfect, it doesn't take into account the disk radius and angle when adjusting the height to the target, so the disk doesn't necessarily touch the target at close ranges, but otherwise it seems to work, and ended up being relatively simple.
Just setup a single armature with two bones, so that the middle ...
You can bake your action into a new action clearing all constarints, so the animation will act the same movements without the need of IK.
To do so, select in pose mode all deforming bones, and go to the menu:"Pose - Animation - Bake Action".
First you can see that if you make an altG the armature is completely messed up in rest pose. So you need to correct all this (if you want pole targets in front of the knees in Pose mode by default, put there in front in Edit mode as well).
But first to make things cleaner I would align the bones on the axis with some ctrlN > Global +X axis.
Now select ...
You need to:
Deactivate the IK's rotation option (don't know what is for, it's off by default):
Bend the bones a bit in Edit mode so that Blender knows how to flex it.
Once bent, correct the Pole Angle of the IK bone:
Yes you need to unparent the IK controller, otherwise it creates a bug because the bone that is controlled is not supposed to control its master.
I would put the controller vertically so that you don't confuse it with the hand.
Parent the hand to the controller if it's not already.
If you want the hand to stick to the forearm, give it a Copy ...
TL;DR The legacy solver uses Jacobian IK.
I'm not very familiar with the IK implementation, but here is what I've found out from Blender's source.
source/blender/ikplugin/intern/iksolver_plugin.c contains (parts of) the code that make up the legacy solver. In this code iksolver_execute_tree() calls execute_posetree() which creates the IK solver using ...
As far as I know, this is easiest to achieve, when the (first) constrained bone in the IK chain points to the target. I added a helper bone LowerLegHelper (which is the parent of Foot and Lower Leg) and added the IK constraint to it.
If you want Foot to be reoriented like IK_Target, simply add a Copy Rotation Constraint to it.
You need to check 2 things: The keyframes of your IK controller bone, and the Influence value of the IK bone.
First enable the Only Include Channels Relating to Selected Objects button (arrow icon). It will allow you, in the Dopesheet, to only display the keyframes of the selected bones.
Now select the controller bone and switch from an action to another, ...
Okay so I'm answering my own question because I figured out the issue myself and in case anyone else has the same question they can come here for an answer if they find this.
The issue was that the rig didn't know where to bend the limb at since it was straight, which was why the leg was completely stiff. The legs need to be slightly bent so that the rig ...
Select the bone you want to stretch and set its amount of stretch. The amount is calculated in relation to other bones which have some, so if only one bone has some stretch, even a little value leads to a total stretch.
If you want a "Squash and stretch" behaviour you can duplicate the lower leg bone, put off the IK constraint, add a copy loc constraint ...
In Bone settings (Pose mode) find IK controls. Don't mind that they are greyed out, they are still working. Lock these axis (click on "lock icon") to fully exclude desired bones from the IK chain.
How to quickly lock many bones?
Select desired bones and lock axis as described earlier, then click on "lock icon" with right mouse button and select Copy to ...