Rigging Experiment - Corrective Knee

Question Rigging
ging Constraints.jpg

(This isn't really a question, but I couldn't find a suitable post category, so hopefully this is okay to share here!) 

I've been messing around with my personal character rig trying to come up with different solutions for the knee movement. The rig is mainly for static poses, rather than animation, but I have a tendency to go overboard with everything I do. So, even though I could probably do a simpler solution to achieve most poses, my brain insists that I over-explore everything instead lol 

In any case, I think these experiments are definitely helping me understand the rigging mindset better, so even if they're not practical in the traditional sense, I still think there's a benefit. 

Anyway. Just wanted to share this for the heck of it. I was annoyed I couldn't make the whole thing work automatically with a driver to control the corrective property based upon the rotational value of the knee. It works fine with an FK setup, but the transform values get lost once an IK constraint is thrown into the mix, so I was forced to do it with a manual property instead. Boo! (I did sit here wracking my brain for about 30+ minutes to see if I could somehow Einstein up a value based upon the location of the controller of the IK (the foot). However, the rotation of the knee isn't really predictable based upon the foot location on any one axis because the foot distance from the hip joint also influences the knee bend amount. 

P.S. Please ignore the lack of weight painting and don't ask what this looks like from the front view XD. I've broken this rig so many times that I just keep resetting with auto-weights because it's still in the "For Science!" phase. 
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  • Dwayne Savage(dillenbata3) replied

    This looks cool and yes doing things like this is the best way to learn rigging. Side Note: The easiest way to do the knee and elbow it to put a bone between the thigh and shin bones. It's head should be just below the top of the knee and the tail should be just above the bottom of the knee cap. This gives the fulcrum effect of the knee in a real human. It also works with IK. Just make sure to increase the chain length by 1. 

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  • Wayne Dixon replied

    I was about to write that you can use a 3 chain limb (small bone for the knee).....but Dwayne beat me to it.


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