A second issue with the mesh is the positioning of the arm and hand. As stated in an earlier 'leg' post, in order for an IK Solver to work, the series of bones that it is going to be applied must be aligned on the rotational axis that the bend is desired to occur. The arm of the model up until now has had arms which have been at an angle on more than one axis. The only way the fit the bones inside the mesh is to pay no attention to the IK rule.
To irradiate this problem,the mesh was re-loaded into ZBrush. The arms and hands were then re-positioned into a more rig friendly state. This was then imported back into 3ds Max and repositioned where the previous model was. If this was not done, then when it came to created the IK Solver, the arm would bend at an odd (and unpredictable) angle. The model is now onto version 3.
- Image 1 is the original position of the arm.
- Image 2 is the new position, which from the top view is now in line and can have an arm bone aligned to it.
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