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forearm / calf 'snapping' on IK setups


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I have been using a modification of the skeleton 2001 for several years. The only problem I see often is the 'snapping' that happens when an IK target (say, a Hand Target null) gets a little out of reach of the limb, and back.

 

This little movie was intended to show a hand rig, but there's this little snapping with the forearm.

 

http://www.moscafilms.com.br/temp/hand.mov

 

I took a look on A:M sample models, and I notice this snapping is present too. Maybe some user with experience in rigging got rid of this? I could use some help.

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Try adjusting the euler limit on the forearm in the ik setup (the minimum value in the y axis). If the model has been rigged with a slight bend in the arm, the arm may not be able to fully extend the arm when the hand target has been pulled away.

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Try adjusting the euler limit on the forearm in the ik setup (the minimum value in the y axis). If the model has been rigged with a slight bend in the arm, the arm may not be able to fully extend the arm when the hand target has been pulled away.

 

 

Thank you very much!

 

I added an euler constraint to my forearm and it worked.. but I found it a little unreliable (the left arm worked fine but the right arm gets scrambled. And the legs didnt work (they still 'snap').

 

Then I tried a Spherical limits constraint, just raising the minimum latitude from 0 to 1, and it now works smoothly, no snapping! Thanks for your help!

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did you make that hand model?

Its fantastic.

 

Just want to chime in and agree.

Very impressive in animatability and simplicity Emilio.

Its great to see you found a solution to the popping too.

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