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Question Animation rigging 2 bone ik constraint hands rotation problem

Discussion in 'Animation Rigging' started by botove, Oct 23, 2020.

  1. botove

    botove

    Joined:
    Apr 10, 2015
    Posts:
    52
    Hi, i have problem using 2 bone animation rigging constraint on hands of my character. I set up them exactly the same for both hands, but for some reason right hand seems rotated 180 degrees. What can be wrong/root of the problem? Thanks!

    upload_2020-10-23_12-21-56.png
     
  2. danUnity

    danUnity

    Joined:
    Apr 28, 2015
    Posts:
    229
    I would look at your bones orientation. Also make sure there's no weird scaling/rotation on your bones.

    I would try with another model from Maximo to compare.
     
  3. botove

    botove

    Joined:
    Apr 10, 2015
    Posts:
    52
    @danUnity thanks, can't see any problems with scale. but i noticed that bones orientations/rotation may be the problem, though it worked fine when i set stuff with animators SetIKRotation() and SetIKPosition(). should be forward direction same as bone "visual direction" (can i change it in unity or need to go into 3d tool used)?

    upload_2020-10-25_10-17-25.png


    upload_2020-10-25_10-17-51.png
     
    Last edited: Oct 25, 2020
  4. danUnity

    danUnity

    Joined:
    Apr 28, 2015
    Posts:
    229
    You need to use a 3D tool to re-orient the bones if that's the issue. That process needs to happen before the skinning where you attach each bone to the "skin" of your character even though I don't see one in your grabs . You can also do some tests and compare the bones directions with some free characters here that are rigged properly here: https://www.mixamo.com/#/?page=1&type=Character

    The bone direction is a topic on its own and not everybody does it the same way. Your right arm bones directions seems to be off though. Try changing your right arm bone directions to be the same as the left arm. (Without any rotation to the bone itself)
     
  5. botove

    botove

    Joined:
    Apr 10, 2015
    Posts:
    52
    big thanks, think i figured out stuff.
     
    danUnity likes this.