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Limb IK feet not pinning in other angles

Explorer ,
May 20, 2022 May 20, 2022

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Hi there, I have a puppet with multiple angles and added limb IK and what I assumed were the proper tags in all the angles (its worked fine for my puppets in the past) but the limb Ik seems to only be pinning the feet in frontal and my puppet floats in all the other angles. Ground detection works in all angles but not the initial foot pinning. Any suggestions?

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Bugs , Puppet movement , Rigging

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Community Expert ,
May 20, 2022 May 20, 2022

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Is this meant to be a walking puppet?

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Explorer ,
May 20, 2022 May 20, 2022

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I typically will do 2-3 frame takes for walk cycles, I don't use the walk behavior. However yes I would have like to have it walking which is why I am avoiding fixed pins. None of my other multi angle puppets are having this issue and I have them all rigged the same way. Not sure if there was an update that changed how things work or what is going on.

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Adobe Employee ,
May 24, 2022 May 24, 2022

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Could you please File > Export > Puppet, and upload/share your .puppet file (via Google Drive, Dropbox, Creative Cloud, etc.) here or via DM so we can take a closer look?

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Explorer ,
Jun 22, 2022 Jun 22, 2022

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Sorry for the late response, I was able to figure it out with some trial and error. Wasn't used to needing to pin the shoulders and hips on the top layer, before it seemed to work pinning those on the limbs themselves. 

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Explorer ,
Jun 22, 2022 Jun 22, 2022

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With this latest update draggers on the heel tag of my puppets no longer work =[ is there a way to go back to the previous version of character animator? 

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Explorer ,
Jun 22, 2022 Jun 22, 2022

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I found out how to go back to previous version of ch animator and it works there so that's good! haha 

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Community Expert ,
Jun 23, 2022 Jun 23, 2022

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I would reccommend exporting the puppet as described above so that the tech team can take a look at it and figure out what's happening with the update.

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Explorer ,
Jun 23, 2022 Jun 23, 2022

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Can u guys pls check my post. I have the same problem and more (feet stick the ground) but no one is answering me 😞

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Explorer ,
Jun 23, 2022 Jun 23, 2022

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Ceren I ended up rolling back my update to the previous version until they get a fix. That's what I would recommend.

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Adobe Employee ,
Jun 23, 2022 Jun 23, 2022

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Can you supply your .puppet file so we can take a look? You can DM me directly, or offer a cloud link to your puppet. Going back to the old version isn't a great workaround. We just released a new behavior called Leader/Follower that's going to be pretty standard on most new puppet rigs. 

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Community Beginner ,
Jan 10, 2023 Jan 10, 2023

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I am having a similiar issue! I have four angles (Profile, Frontal, Side, Back) and Limb-IK on the Master Puppet. It works perfect with the first three views but on the fourth it doesn't. So I gave it its own Behaviors but if I give each angle its own Limb IK Behaviours there is some glitching in the ground recognition - the ground is not on the same point and sometimes glitches. If I use the behaviors on the master, it works perfect for the first three angles! Also the face behavior does not translate to the 4th angle as well as, of course, motion library and body behavior.

Is this an issues because it's a back angle? Because the layer order is different? Because the points line up too much with the first angle? If I deleted all the angles except the back angle, it works on the back angle. 

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Community Beginner ,
Jan 10, 2023 Jan 10, 2023

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I just made a test where I deleted the Profile and Side view, so I only have frontal and back and it worked! So it does not seem to be an issue of different layer order or the the limbs in those views line up perfectly. 

Could it be that the Behaviors on a masster puppet cannot process more than three angles? 

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Community Beginner ,
Jan 10, 2023 Jan 10, 2023

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Funnily enough, even if change the order now in photoshop of the 4 views, Limb IK keeps on recognizing all the angles except the back angle. So the angle order is not the issue. 

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Adobe Employee ,
Jan 10, 2023 Jan 10, 2023

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I'll copy my response to your similar YouTube comment here: So I believe the way this works is that behaviors are carried through to view tags. So when you name something frontal or left profile, that gets tagged as a new "view" and everything inside it should work the same as any other view. Because we don't have a back view, my best guess is that view wasn't tagged, and so it's not working as expected. If you tag the back folder as an additional view you're not using, like left quarter, then I think it should work.

If not, please post here or DM me your File > Export > Puppet and we'll take a closer look.

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Community Beginner ,
Jan 12, 2023 Jan 12, 2023

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Ah, sorry, saw your comment just now after I replied myself. 😉 

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Community Beginner ,
Jan 10, 2023 Jan 10, 2023

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Okay, with the help of OkaySamurai I finally figured this one out, even though I'm not sure it even addresses the original posters problem. But I leave my reply here, in case anyone else is going crazy over this. 😉

 

So, I just had to tag the angles as views for IK to work. Stupid me only named the Frontal ones "Frontal" and the Rest a mix of English/German that Character Animator did not automatically recognize or tag as a view. Since I was not intending to use the Body behavior I didn't bother with the view tags but I should have because now Limb IK translates through to all the angles. 🙂 

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