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Update the IK leg control to follow the torso as it moves using the offsetParentMatrix attribute.
Type:
Tutorial
Length:
2 min.
Transcript
00:03
We need the upper leg to follow as the torso moves
00:08
looks like the IK leg isn't following the root control. So let's update that
00:13
jump over to the node editor
00:15
and bring in the leg root control.
00:18
Also add the thigh driver joint and the thigh IK joint
00:23
reposition. These
00:26
all we need to do is connect the leg roots world matrix zero attribute
00:30
to each joint's offset parent matrix attribute.
00:35
You will notice that the leg is now twisted
00:38
but because we are using the offset parent matrix attribute,
00:41
remember we need to zero out the joint's transforms,
00:45
that's better.
00:47
Now the eye k, eye
00:49
and reset the transforms,
00:52
you'll notice that there are still some rotations here.
00:56
These are actually coming from the joint orient attributes,
00:60
but the leg hasn't changed position because
01:02
it's being controlled by the spring solver.
01:05
Now,
01:06
it's important that you also zero these out too and I actually forgot at this stage.
01:11
If you don't ze
01:12
them out,
01:13
you will end up with problems like this where the
01:16
leg fees to be rotating in the opposite way.
01:19
Now, on a side point, if you do find that you're having some issues with the leg
01:24
maybe try switching to a rotate plane solver. Instead
01:28
these do tend to be a bit more stable.
Video transcript
00:03
We need the upper leg to follow as the torso moves
00:08
looks like the IK leg isn't following the root control. So let's update that
00:13
jump over to the node editor
00:15
and bring in the leg root control.
00:18
Also add the thigh driver joint and the thigh IK joint
00:23
reposition. These
00:26
all we need to do is connect the leg roots world matrix zero attribute
00:30
to each joint's offset parent matrix attribute.
00:35
You will notice that the leg is now twisted
00:38
but because we are using the offset parent matrix attribute,
00:41
remember we need to zero out the joint's transforms,
00:45
that's better.
00:47
Now the eye k, eye
00:49
and reset the transforms,
00:52
you'll notice that there are still some rotations here.
00:56
These are actually coming from the joint orient attributes,
00:60
but the leg hasn't changed position because
01:02
it's being controlled by the spring solver.
01:05
Now,
01:06
it's important that you also zero these out too and I actually forgot at this stage.
01:11
If you don't ze
01:12
them out,
01:13
you will end up with problems like this where the
01:16
leg fees to be rotating in the opposite way.
01:19
Now, on a side point, if you do find that you're having some issues with the leg
01:24
maybe try switching to a rotate plane solver. Instead
01:28
these do tend to be a bit more stable.
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