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Control Rig - CCDIK Rotation limits not working properly(?) what do I miss?

Hey All!

So I’m playing around with the control rig to pose and animate inside of UE instead of doing all that stuff externaly in Maya (or other DCC’s), so far it’s doing a great job with all it’s features…

But at this point I need some help, 'cause I got the feeling that I’m doing something terribly wrong here:
I have a rig for a “Spaceship” with some moving parts…and a lot of bones,… but little complexity overall all simple and straight forward, everything working so far, except the “landing gears”… see screenshots…

I try to solve their movement via CCDIK (I try to recreate the rig that I created inside of maya, I’m using simple IK for solving the movement of the landing gears in combination with rotation limits on the joints)



So It’s working (don’t mind the loose hydraulics;) ) as I expected when I don’t limit the Rotations per bone…

But I want to limit the Joint rotations, and when I try to do this,… all the bones from my landing gear snap back to their init transform and nothing is happening when I move the effector, also with different limit values (in positive and negative), nothing moving anymore:

Am I doing something wrong with the rotation limits on the CCDIK node?
I know I can solve this with more logic, but the CCDIK approach would be super convenient on this portion of the rig…

Any help appreciated, thx’n cheers!
P.

Still haven’t found out how the limits work,… same thing on simple rigs… guess I need to wait for a proper documentation…

In the mean time, worked around it with simple math and a lot’a clamps… (very wonky,… need to consider using value remaps :stuck_out_tongue_winking_eye: )

gearsF

In the standard version the rotation limit only affects the final tip position.

That’s because compared to Fabrik it is a lighter weight solver, performing less operations.

So, doing the math your self kinda defeats the purpose of using a lighter weight solver…

Not sure what is avaliable yet within the control rig system, but a heavier solver - maybe based on a PHAT asset defined constraints - could acrually help with complex mechanical meshes…

ahh I see, tip only, this makes sense why it’s not working in my specific setup,…
Thx for the tip, I will definetly research more what is possible with heavier solvers/solving via “hand made math” …since I don’t need the “realtime” performance so much,…
thx for the reply
Cheers
P.