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TwoBoneIKConstraint works differently for Humanoid and Generic Avatars.

Discussion in 'Animation Rigging' started by Ratslayer, Apr 19, 2020.

  1. Ratslayer

    Ratslayer

    Joined:
    Feb 6, 2014
    Posts:
    37
    I use TwoBoneIKConstraints for both of my character's legs. Here is a pose using a humanoid avatar:
    upload_2020-4-19_10-50-37.png

    Here's the same pose, using avatar from the same blender file, but now I have converted it to Generic.
    upload_2020-4-19_10-51-15.png

    No effector positions or rotations have been changed, yet as you can see the tripods have changed their orientations and now the legs are twisted in the wrong direction. The first pose is the desired one.
    It seems that TwoBoneIKConstraint is using some data from Humanoid Avatar to determine how to properly rotate the bones. Is this a bug or am I missing something?
     
  2. danUnity

    danUnity

    Joined:
    Apr 28, 2015
    Posts:
    229
  3. Ratslayer

    Ratslayer

    Joined:
    Feb 6, 2014
    Posts:
    37
    Is there any way to get similar results in generic mode?
     
  4. danUnity

    danUnity

    Joined:
    Apr 28, 2015
    Posts:
    229
    Yes, you can just change(increase in your case) the min/max of your character's avatar muscles and it should remain in the same position.

    The default muscle settings are meant to be changed depending on your character's range of motion. Like if your character is fat it can't move it's arms and legs as much for example.

    You need to increase your ninja's range of motion (min/max) of your ninja's legs in your case.