Bones inverse kinimatics orientation

Hi icergb

You could try this: Place your first bone into the scene, then drag the next one onto the first bone, then drag a third bone onto the second and so on. If you right click on the bones and check/turn-on the IK, and start to move the last bone on the chain, you’ll notice that everything moves accoring to there constraints and range.

Hope this will work for you.

James

I have tried several ways to get the orientation of the bones to stay as I made them before I put them into parent groups.
IE: I make three bones, orient them, and then put them into parent groups.

[EDIT] I was also limiting rotation range[]

When I put them into the parent group, they loose there places? (I am trying to make a chain of bones. Three or more.)

Any way that I should be doing it differently?

Thanks much
Greg B

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