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Annimation Rigging: 3-bone constrain? Or how to construct one.

Discussion in 'Animation Rigging' started by Noek1993, Apr 13, 2020.

  1. Noek1993

    Noek1993

    Joined:
    Jan 22, 2015
    Posts:
    25
    Hello all,

    Currently I am trying the Annimation Rigging package on a mechanical walker with 3 boned legs.
    However I can not seem to figure out how to correctly handle 3 bones.
    upload_2020-4-13_15-8-22.png
    The image attached shows me the setup of a leg.
    The green one is the sholder so to say, while can rotate freely, the purple is the end point.
    Then the red ones are used to fold and extend the leg, and this is the part I am unable to figure out. The red ones can only rotate on 1 axis.

    If I use a chain IK constraint all the joints don't have constraints I want. And the 2 bone IK doesn't have bones.

    Any ideas how I can properly set this up? Or how I can use a combination of constraints to achieve the wanted result?
     
  2. jnseb

    jnseb

    Unity Technologies

    Joined:
    Oct 3, 2016
    Posts:
    10
    Hi Noek1993,

    Unfortunately, the current version of the animation rigging packages doesn't contain a "Rotation Limit" constraint... If you have the time and/or resources that could be fairly easy to build using the animation rigging API.

    Otherwise, you can probably try to duplicate the leg hierarchy and use a two bone IK constraint to control it. Then, use Multi-Parent Constraint to have the Tip affect the original end bone of the original chain... and then use Multi-Rotation constraint on all of the remaining bones of the original chain and leverage the Constrained Axis options to isolate the wanted axis...

    upload_2020-4-14_15-30-5.png

    Please note this is a purely theoretical solution... I've never experiment it yet... But I'm confident that, using the proper order of evaluation on the rig builder component level and at (the same time) the hierarchy view level, it could be achieved...

    In hope, this could offer you some sorts of solutions to start with...

    Thank you :)

    jnseb
     
  3. Noek1993

    Noek1993

    Joined:
    Jan 22, 2015
    Posts:
    25
    Thanks for your awnser.

    I have looked at some kind of rotation limit but I dont see how to make it work with for example the chain IK. Or how else to make it work.

    Would this solution end up in full IK for the entire arm? It sounds like this will mainly get you IK for the first 2 parts of the arm and then the final part not being full IK. But I can understand it the wrong way.

    The result I want is similar to what is show in this video:

    Will something like that ever be available by default? Or will an example be available?
     
  4. MUGIK

    MUGIK

    Joined:
    Jul 2, 2015
    Posts:
    450
    Any ideas on how to implement this 3-bone IK?

    UPD
    I was trying to recreate insect leg movement. And I kinda did it:D
    I set up Two Bone IK Constraint one bone earlier Tip transform.
    Then placed target transform as a child of the hint transform.
    Hint must be placed at the end of the leg (like tip)
    Target's position and rotation must align with the last leg's bone.

    Result is not perfect, but for now, it's enough for me.
    Hope this helps someone else
     
    Last edited: Jun 14, 2021
  5. poe84it

    poe84it

    Joined:
    Sep 13, 2017
    Posts:
    1
    May we have some images or a video of this arrangement?
     
    zt3ff3n likes this.
  6. Giantbean

    Giantbean

    Joined:
    Dec 13, 2012
    Posts:
    141
    If there are no three bone constraints how do people normally doing finger animation?