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I have a character with both head and body turns. With the following structure:
And the following behaviours:
The limb IK behaviour does not work properly. The feet slide around.
Any suggestions on how to rig and apply behaviours?
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Can you share a link to your puppet on cloud storage like Google Drive/Dropbox/Creative Cloud?
It is almost impossible to help without the puppet. If sharing just screenshots, please include more images with layers including all body tag placements and all behavior parameters.
Nevertheless, here are my random guesses:
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Sorry, not able to provide puppet.
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The screenshot is surely not showing legs. Are you sure you have left/right knees and heels?
Please do show as many screenshots of many layers and behavior parameters as possible, otherwise, we cannot help.
View tag (see where the red rectangle is):
To check the tags that Limb IK is picking up:
If you see 0 next to Left/Right Knee and Heels, then Limb IK is not seeing leg tags and will not work on the legs.
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Try moving your Limb IK behavior from each of the views to the Caveman root folder. As far as the feet go, is your character meant to walk or use the motion library? If not, add a stick across the feet and make it fixed.
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The views are correct and the head and body turner behaviours are working correctly. It's just the feet that slide around. Here is the leg rigging:
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I've put the LimbIK on the root folder:
It seems to be seeing the tags.
I notice the nionja sample you have has the heads and bodies inside the views. Is that a better structure?
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If you plan on using the motion library, then LimbIK and Motion Library behaviors need to be in the root folder (as well as the Body behavior).
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I was able to prevent the feet from sliding using the "Initial Foot Pinning" switch in the LimbIK options. Does this affect body tracking or other animation of the legs? If so how?
Here is how I have the behaviours applied now:
Do I need body behaviours on each body view or can I put them on at root level?
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As far as I know, the body tracking is unaffected. The Body behavior should be in the root layer with the other two behaviors. This video on the Motion Library can better explain how that works. (129) Motion Library (Adobe Character Animator Tutorial) - YouTube
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Thanks. I had a closer look at the Ninja example but am a bit confused with the rigging. The Structure of the puppet in Character Animator does not seem to match the sstructure in illustrator:
Specifically, the different views in Illustrator lack the head except the Frontal view. I am not sure how that is acheived.
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Never mind I think I figured it out. Correct me if I am wrong, but you make the head sharable and then add it to the other views.