Can't get limb IK to work

Participant ,
Jun 06, 2021 Jun 06, 2021

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My puppet's arms do not seem to be responding correctly to the limb ik behavior - they are not bending as expected. When I move the arms up, the forearm show switches to pointing up. It kind of works when I drag the arm toward the body. Also, the limb ik seems to affect each arm separately. This could be because my arms are not exactly identical. Side note: is it possible or useful to put the ik limb behavior separately on each arm if they need different settings?

 

I've tried:

-Dave's tutorial

-Modeling my tags, etc. after Dave's examples

-re-rigging my puppet.. 

nothing!

I'm attaching my puppet (dropbox link) in case anyone is willing to take a look at it.

 

Link to DB puppet 

Thanks!

 

TOPICS
Puppet movement , Rigging

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Community Beginner ,
Jun 06, 2021 Jun 06, 2021

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I downloaded your puppet and dialed in some IK settings for each arm. Just the bend strength and elbow flip threshold.

 

First, make sure you assign the Limb  IK behavior to each arm individually. (ARm L and ARm-R)

Then try these settings in their behavior properties:

limpIK-settings.PNG

 

I hope this helps!

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Participant ,
Jun 06, 2021 Jun 06, 2021

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Thanks for checking it out. I tried what you suggested, but not getting the result I'd like.

 

Here's a video clip of Dave's IK Guy puppet.

 

Here's a video clip of my puppet with your suggested settings.

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Community Beginner ,
Jun 06, 2021 Jun 06, 2021

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I see what you're going for. Try these settings (you'll probably want to make swapsets for your hands, or these bends can look unnatural):

limpIK-settings-EDITED.PNG

Play around with the bend strength and elbow flip threshold until you get it just right. Your rigging is correct.

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Participant ,
Jun 06, 2021 Jun 06, 2021

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That works! I wish I understood how Limb IK work "under the hood", then I'd have a better understanding of how the tweaking affects performance. I'm not always a big fan of twisting and sliding things until something works. lol..  Do you have any advice about your thinking that led you to these settings?

 

Again, thanks...

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Participant ,
Jun 06, 2021 Jun 06, 2021

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Also noticed in the Limb IK tutorial, Dave showed his method for dialing in the elbow flip threshold. He put the puppet in a T pose then started adjusting the elbow flip threshold. At a certain point, the elbow began to bend and this became his setting. When I try this, my puppet's arms don't respond at all no matter which direction or how much a adjust the elbow flip threshold. By the way, he had his IK limb behavior on the puppet layer instead of each arm (I've tried both).

 

Thanks!

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Community Beginner ,
Jun 06, 2021 Jun 06, 2021

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You can assign the Limb IK behavior at the puppet level, but if you want more fine controls over each limb, I like to assign them at the arms.

 

I'm using a technique where you extend the arm at different angles and drag the hand inward toward the shoulder. (Here's a video screen capture)  This will reveal any problem areas, which you can then adjust bend strength or elbow flip threshold ... whichever one has the most effect. In this case, it was bend strength. (this is actually an improvement to the last settings I sent)

 

Seems like a good starting point for bend strength is 60%

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Participant ,
Jun 06, 2021 Jun 06, 2021

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Awesome. Thanks again

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Participant ,
Feb 14, 2022 Feb 14, 2022

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I know this is an older post, but it helped me solve a similar issue now that Body Tracker is out, so thanks. Because I had the shoulders tagged in Body and not in the arms, Limb IK wouldn't work correctly. It needs shoulders, elbows and wrists in the arms, while Body Tracker needs them (or at least some of them) in the Body. So I tagged the arm origin points as shoulders too, and everything's fine.

 

Also, thanks, Simio for making me realize I could add Dragger behavior to individual parts and turn them off and on as needed!

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Participant ,
Feb 14, 2022 Feb 14, 2022

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Or if tagging the exact origin interferes with something else, create a new handle next to it and tag it Shoulder.

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