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Currently the elbows are pointing in vaguely the right direction but they are somewhat off. I have checked that they have the right target bone selected. I have a feeling that this is due to some of the rotations of the bones in edit mode... Can someone help me with this?

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[-] Lemminary@lemmy.world 3 points 1 month ago

Oh, I once had this issue and I think you fix it by adjusting the bone roll.

But I suggest you learn to use the Riggify addon. It's much more powerful, flexible, easy, and customizable, and you usually don't run into these issues.

CGDive has a great series on it!

[-] Smorty@lemmy.blahaj.zone 2 points 1 month ago

I have toyed around with bone roll and it indeed fixes the target positioning, but it also breaks the arm rotation itself. So now the arm is slightly twisted but the IK target is pointed at correctly.

I will have a look at Rigify now. I always thought it was some proprietary addon, but it seems to be part of the engine to some degree...

[-] blackbelt352@lemmy.world 2 points 1 month ago

You'll need to adjust the roll of the bones in edit mode. Ctrl+R let's you adjust the roll, and if you have a more complex rig based around parenting thd deform to more advanced control and mechansim bones like ones from the Humane Riggin course, youll want to adjust everything in the mechanism. You'll probably have to go back and forth a few times between edit and pose mode.

Also definitely check out Rigify, it's not some proprietary addon, it's Blender's own rig built into the software. It's really powerful but it's also kind of a lot all at once. There's a lot of resources and tutorials out there that go pretty deep into how rigify works and how all of the setup components can interact. If you van learn how to build out the metarig before generating the full controlled rig, you'll be able to rig damn near anything.

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this post was submitted on 12 Jul 2024
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