I want to convert my character control rig where I’m using Basic IK for hands and legs to the FullBodyIk. Now it all works fine BUT I don’t have precise control on location towards the arm and legs bend to.
In the BasicIK you add three bones and a pole vector control to control where the bend is pointing. By moving the pole vector the arm and leg will bend towards that point.
In FBIK instead you need to use Preferred Axis to do the same task. Those are intended as suggestions for the FBIK to calculate the bend angle/direction BUT they don’'t give precise control like using the pole vector.
I understand they have automated this “pole vector calculate location” in FBIK to remove this third control, buuuut I want it back.
The problem, how we calculate the preferred axis values the FBIK expects based on the position of a control?
I’m lost. How we could do this?
If not clear, let me know, i will try to explain better.
Im also FINDING THIS AREA difficult to navigate as Im also wanting to control my character in realtime and need to control the elbow and knee bends to both keep them natural and keep the elbows from rising up to high.
I’m lost on what to do with the transform output from the compute pole vector.
You have a basic IK node for the second examples. I already have a working Control Rig for the character using the BasicIK for hands and legs. With pole vectors and all
What I need is the same stuff for the FullBodyIK. Once you prepare correctly the FBIK for a character (with no pole vectors) you understand that is quite nice and it looks way better than the normal IK, espeacially on the foot movement. Buuuut we need math
So you have added Basic IKs nodes after the FBIK node? This in theory should replace the FBIK, I think. I will try and see but it doesn’t look like the solution I’m after. If I need to use the Basic IKs nodes anyway why bother with the FBIK in the first place?
I know this is late, but I was having issues with my rig with the basic Ik controls. I decided to use FBIK and that fixed my initial issue. However, I ran into this issue where I wanted a Pivot control. I found this solution to work for me. It behaves a little different than the Basic Ik Pivot control, but it still works for me.
My solution was to set up a pivot controller and plug it into Preferred angles and Check Mark Use preferred angles.
Correct, I went FBIK for the arms instead of the Basic IK, because no matter what orientation I set for the axis I could not get the arm to line up correctly. Basic Ik worked fine for my legs though.
Connecting the elbow controls like this worked for me. It’s not perfect, but it does the job for a pole vector control.
yes, but this a trap you have fallen to. the FBIK power is the fact that it can control the entire skeleton once is set up correctly. so if you drag the character from a hand the torso and the other hand and the legs will react in a nice way.
once you split the skeleton with multiple systems then you are back to the old way of working and you also lost the pole vector which the old system had.
What I was after and still am, requires math and is most likely possible. Unfortunately I don’t have the math skills to figure this out
Control Rig Mannequin UE4 You can still get it on Fab, unfortunately you will have to update it to get it to work with with UE5, which isn’t too bad to do.
About 10 months ago I used it with a rig I kit bashed together with blender, but I do remember running into an issue with the pole vectors of the Knees flipping on me I never figured it out . Worked fine with the elbows though. It’s most likely an orientation issue with the joint. For me the issue wasn’t worth fixing since the character I rigged just floats.