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ebenheizerm28787053
Inspiring
January 25, 2021
Question

Naming a point and Limb IK handle

  • January 25, 2021
  • 2 replies
  • 1510 views

Why can't I rename the origin point in Ch 3.4? In 3.3 it's just fine. I pressed enter and I could rename the point. An added point (draggable point for example) is renamable, but an origin point is not.

 

And is Limb IK can only see up to 2 handles only?

I have 3 handles named fore, back, and default shoulder; fore, back, and default arm; and fore, back, and default wrist, but only 2 of them are recognised (the default and fore, but the back is not recognised). When I deleted two of them, the fore and the default, the back is recognised! What kind of sorcery is this???

 

Thanks!

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2 replies

alank99101739
Legend
January 29, 2021

Regarding Limb IK...

  • Remember that the Left/Right Shoulder tags need to go on handles on the body the arms attach to, not on the arms themselves.
  • I am wondering if the "2" you are seeing are the Left and Right shoulders.
  • I would expand the "Views" section as well - it looks like it found 3, but there is only "1" for waist. It could be you have not put sufficient handles on the other views - I think there are some handles you MUST have, as CH looks for that first. So make sure the three profiles all have a waist, and work your way on from there with the tags.
alank99101739
Legend
January 29, 2021

Oh, and if you expand the views and handles that would be useful to see - it should show exactly which shoulders etc it did bind to which might give a hint as to what is going on. Re-reading some of what I said above is non-sense. It found two Left Shoulder, one waist. So expanding this view out could be educational. What is under "Views" what is under "Left Shoulder".

 

 

alank99101739
Legend
January 30, 2021

Hi again Alank!

 

 


okay.... I don't have time to check if ch has changed in later versions just now, but when you see a path it used to be /a/b/c:d meant a, b, and c were layer names and d was a handle on the layer. Sometimes if it bound to a handle on a layer (instead of the layer itself) that would cause problems. But everything has a colon, so not sure if the rules have changed a bit...

 

Yiu see this bit? It seems to have found a head profile and a body profile as part of the arms.

 

Is that on purpose? What is the Fore layer? I assume arms to go in front of the head.

 

''So, what is there a number 2 followed by 3 rows, only empty. NO IDEA!! I am going to assume a bug 😂

 

One thing that worries me - you seem to have Body marked independent looking closely? But Fore, Back, and Head are all independent too? As soon as all children of a layer are independent, it is almost certainly wrong. I would suspect you do not want Body independent. If you click on the root character layer, you should see a yellow highlight outline around the "main" artwork (typically the body and maybe the head). The other layers (child independent layers) then "attach" to this root artwork. If *all* children are independent, there is nothing for anything to attach to. 

 

But the good news is it was finding the wrist etc layers on the arms - so that is good news. I am *guessing* the limb layers are a part of the body mesh, so the should tag is correctly on that mesh.. (?). So try making Body not independent then see if the arms etc attach better to the body at the shoulder. (the arm origin should be dragged over the shoulder near where the should tag is added on the body mesh).

 

 

keiko.yamada
Community Manager
Community Manager
January 25, 2021

Hi,

 

Re: rename origin handle:

As long as I checked, the “origin” handle can’t be renamed even in CH 3.3.

Could you please share the puppet you can rename the origin in CH 3.3?

 

Re: Limb IK handles:

Do your fore, back, and default arms have assigned views?

If I have multiple (say 3) Right Wrists and they share the same view or there is only 1 root view, only one of them is visible.

If I set views to each of them (e.g. Right Profile, Left Profile, etc.), I can see all Right Wrists are listed in Limb IK -> Handles.

If I misunderstand your issue, could you please share your puppet?

 

Thanks.

ebenheizerm28787053
Inspiring
January 28, 2021

Hey keiko.yamada!

Sorry for my late response. It was a busy week.

 

 

Hopefully you can see the image clearly.

This puppet was created in Ch 3.3 and I was able to rename the origin handle, namely "L Back FP."

 

Yes I could share the puppet to you. Will send it through private message.

 

For the Limb Handle:

 

This is the default arm (no assigned vie)

 

This is the fore arm (no assigned view):

 

This is the back arm (no assigned view):

 

And yet the Limb IK Behavior only recognises 2 of them:

keiko.yamada
Community Manager
Community Manager
January 29, 2021

Hi,
Thank you for sharing your puppet and screen shot.

Could you rename the origin in CH 3.3.0? Could you tell me how you did?


I tried to rename in CH 3.3.0, but “rename” is dimmed. Also renaming layer/group in the Properties panel does not change the origin label.
If I change the layer/group name in Illustrator, the origin handle name will pick the new name when art work is synced.

 
 

Thanks.