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newbie question combination Arm Ik and head turner

Community Beginner ,
Feb 16, 2019 Feb 16, 2019

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Hi,

Still learning about Character animator.

I made a puppet, added several positions of a face and used head turner and it worked.

If I use seperately the arm IK, it works to.

But if I try to combine the two, things go wrong. I cannot seem to make handles that work for the different head views.

Anybody had this problem and knows how to solve it?

thanks for the help!

regards,

Marco

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correct answers 1 Correct answer

LEGEND , Feb 16, 2019 Feb 16, 2019

A useful debugging tool is there are “Handles” and “Views” sections that can be expanded on the behaviors. This will show what the behavior is bound to.

My guess is if you expand it for IK-Arm you will find it has bound to *one* of the views (and not the others). Some of the behaviors will do that - only do one profile. In that case, what you need to do is add behaviors per profile. Puppets come with a set of common behaviors on the puppet root, but you can add them anywhere in the hierarchy. So

...

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LEGEND ,
Feb 16, 2019 Feb 16, 2019

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A useful debugging tool is there are “Handles” and “Views” sections that can be expanded on the behaviors. This will show what the behavior is bound to.

My guess is if you expand it for IK-Arm you will find it has bound to *one* of the views (and not the others). Some of the behaviors will do that - only do one profile. In that case, what you need to do is add behaviors per profile. Puppets come with a set of common behaviors on the puppet root, but you can add them anywhere in the hierarchy. So you might add them at the Front Profile, Left Profile etc layers So you can find them again (put all the profile specific behaviors there).

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Community Beginner ,
Feb 17, 2019 Feb 17, 2019

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Hi Alan,

Thanks for the response. There were no handles links to any of the profiles. But I will try to link the IK-arm to every Profile. Hope that works.

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LEGEND ,
Feb 18, 2019 Feb 18, 2019

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Oh, not sure why it did not bind, but that explains why it did not work. Maybe you have the wrong layer names or tags are not set up correctly? But that is the root cause of your problem.

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Community Beginner ,
Feb 19, 2019 Feb 19, 2019

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I have made a separate skeleton on every profile and that works.

But only thing is now, if I switch between profiles, the gestures differ. F.i. If the figure waves on front profile, it doesn't wave on the other profiles (unless I let it do so separate in every profile). Is this something I can fix, or do I just make these gestures for every profile?

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LEGEND ,
Feb 20, 2019 Feb 20, 2019

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If the gesture is under the profile, you need to repeat per profile.  Sometimes you can rearrange the puppet by moving arms above profiles, but it’s rare.

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LEGEND ,
Feb 20, 2019 Feb 20, 2019

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You can share the same trigger though - you just drag the other profile layers over the existing triggers. So one trigger is linked to a layer in each profile

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Community Beginner ,
Feb 20, 2019 Feb 20, 2019

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Meanwhile I did that and I works. Thanks for the advice!

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Adobe Employee ,
Feb 21, 2019 Feb 21, 2019

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I think you might be running into this issue:


There's also mention of it here: Re: ARM IK doesn't work ?! 

Basically, when there are tagged views for the head turner, the Arm IK tags do not get matched. I think if you just have one body and it is tagged with a view, Arm IK will correctly find it. Also, if you only have 1 set of arm tags for the body you won't have the problem you describe at the end where the different sets arms are operating independently.

Let me know how it goes. I'm not 100% sure I understand from the description. I could also help diagnose if you want to post (either via private message or on this thread) the puppet for reference/diagnosis.

Thanks! -- Dan Tull

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Adobe Employee ,
Feb 21, 2019 Feb 21, 2019

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LATEST

(oops, didn't reload the page before posting the reply to see there were some additional answers, hopefully this is still helpful)

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