https://i.ytimg.com/vi/l_LgcFCOUoU/hqdefault.jpg
How to rig upper and lower arm twists, – 180 + 180 supported rotation.
source
https://i.ytimg.com/vi/l_LgcFCOUoU/hqdefault.jpg
How to rig upper and lower arm twists, – 180 + 180 supported rotation.
source
17 responses to “Rig Arm Twist – Maya”
This doesn't work once the shoulder joint rotate Y goes past 180
why the fuck u guys don't speak while making a tutorial, its so hard to watch in silence..
Thank you for good information. I solved the problem. I have a question. Why use 4 joints each? If the limbs are short, can I shorten them to three? and Is this called quaternion? and..Shouldn't Nonroll JNT's upVextor be the opposite of the existing arm JNT?
Edit: Nevermind – I found that this flipping thing with the Aim constraint is a limitation that comes with the underlying vector math.
follow up question: my arm chains only differ from yours in orientation (x – forward axis, y points down and z points in the negative negative z direction), I was able to correctly apply the (IK handle and the aim) constraints for elbow and shoulder, but when i twist my wrist past 90 degrees on my forward axis, the twist segments flip. if i change the up vector in the aim constraint's settings (- to +) the flipping still happens if I rotate the wrist -90 degrees. is this an unsolvable problem like gimbal locking? what's a good workaround for it?
OMG, I circled around several tutorials for days (including an old one from Autodesk official) – this tutorial is the easiest to understand, is neatly done and make efficient minimal use of nodes. Thank you for this Alexandre.
Great stuff Alexandre, Hope to see more from you.
This does work for posing and slight rotation but when rotating the shoulder first and then bending the elbow, the shoulder starts to twist again but backward.
This has been really helpful! Thanks! I'm curious, though. Why do you use Y and not X as your primary axis for orientation?
You're the man, man! Very very helpful. THANKS!!!
1:22 is supposed to be ctrl + left click.
Thanks for this! Helped me a lot!
Although I have a question, is it possible to have all the set-up (upperarm and lowerarm) either be full IK set-up or full aim constraint set-up?
If so, why did you choose a hybrid set-up?
does this method solve the 180 flip you get with most forearm setups?
Thanks for this! Helped me a lot!
Although I have a question, is it possible to have all the set-up (upperarm and lowerarm) either be full IK set-up or full aim constraint set-up?
If so, why did you choose a hybrid set-up?
Hi Alexandre,
Please email me at scotrreynolds@gmail.com
I need someone to animate a character for my website.
Thanks!
My arms twisting fine! Thanks! 🙂
my twist is not working
when i getAttr elbow.translateY
its return 0
if i put translateX then give value.i work with that value.above all i do all the same you do.
please help me
how to connect fk