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fixTwistIK 1.0.1 for Maya (maya script)

Combutes twist for IKhandle and get zeroed joints

License
Button download
451 Downloads

Compatibility

  • 7.x

Operating Systems

  • Windows

History

Created:04/24/2006
Last Modified:04/26/2006
File Size: 1.59 KB

This script calculates the twist value on an ikHandle so that rotateX on the first joint in the ik chain equals 0.

 

 

 

When to use:

Let's say that you're creating a no-flip knee. You set the poleVector on the ikHandle to 0 0 -1 and then you must find a twist value so that rotateX on the hip-joint equals 0. If the leg is on a straight line, setting the twist value to 90 or -90 mostly gets the job done but what if the leg isn't on a straight line? Then you can either try and error the twist value all the way down to 15-decimals precision or you can run this script.

 

 

How to use:

Source, select ikHandle and run fixTwistIK(); in the commandline. That's it.

 

 

Limitations:

RotateX must be the twisting axis on the joint. 0 must be the desired value on rotateX. I'll fix this if there's a demand for it.

 

 

Please send any feedback to nils.lerin@gmail.com



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