Added: 1 year ago
From: felipopulus
Views: 4,378
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  • This seems to make more issues than is solves, to be honest. I really want this functionality but I am not happy with the rig controls not resetting on undo. It really disrupts my workflow. If anyone has solved this issue, please reply.

  • This seems to be creating some kind of feedback loop. joint driving circle driving pole driving joint.

  • w00t! thanks a lot for sharing this! awesome tip. did this for an arm right now and worked like a charm. :D :D :D also, instead of eyeballing the placement of the pole vect ctrl, a simple curve snap would do. anyway, im curious, why would a half circle work better? ?? o_O

  • Im trying this for my arm rig. Only thing i changed was the constrain, used Parent instead of point when attaching the circle to the joint on both translate and rotate. that way i can rotate the arm in any direction and the circle will allow me to move the elbow around the arm. With the arm i had a problem that when the arm went from horizontal to vertical, the circle would not rotate and it wont let me move it correctly.

    Thanks a lot!! it saved my day!

  • Thank you for sharing this. Exactly what I have been searching for. :)

  • Why does the circle need to be roughly the same size as the geometry?

  • @joeybuddy96

    Not really, you can make the circle as big as you want. I've been using this technique for a while and I would recommend using half a circle... works a lot better

  • Wow, i've been having so much trouble trying to figure out how to do that for my knee controller. Thank you so much. This was very useful.

  • @thelittleelephant

    Instead of a full circle, try half a circle, it works better once it gets animated

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