Hand Goals DUIK not working?

Rigging, animation, import/export of characters, props and cameras comprehensive tool set for After Effects.
Forum rules
Please read these rules and advices before posting.
  • Before you ask any question about a tool, to avoid duplicates, please:
    1. Search for a solution in the available documentation for the tools.
    2. Some video tutorials and quicktips are available.
    3. You can make a search to see if your question has already been asked.
  • Thank you for giving a detailed and precise title to your topics, to help searching in the future.
  • We're very few people to manage this forum, please be patient if we're a bit long to answer.
  • Don't hesitate to answer to other people's questions! The goal of this forum is not only to have the Rainbox team answer users' questions, but to have everyone sharing and helping each other.
  • Finally, please always be polite, and keep in mind that all we want is sharing techniques and knowledge, helping each other.
Post Reply
story01
Posts: 1
Joined: Tue Mar 10, 2020 3:57 pm

Hand Goals DUIK not working?

Post by story01 » Tue Mar 10, 2020 4:03 pm

Hello,

I am working on a character project and am setting up rigs. I would like to be able to use the goals that come with the Auto Rig and IK, but they seem to not be guiding the rotation of the hand or head? I see there is code driving the hands rotation, but seems to be based on the controllers actual rotation? I have gone through and tried several checkboxes and looking on the forum for answers, but have not found anyone who has my same issue. This might be a simple issue with a simple answer, I just cant seem to find a solution. Attached is a screenshot of my issue.
Screen Shot 2020-03-10 at 12.02.17 PM.png
Screen Shot 2020-03-10 at 12.02.17 PM.png (28.5 KiB) Viewed 277 times
Thanks in advance for any help!

User avatar
Duduf
Posts: 770
Joined: Mon Jun 20, 2016 2:59 pm

Re: Hand Goals DUIK not working?

Post by Duduf » Wed Mar 11, 2020 3:54 pm

Hi,

Yes, the hand is controlled by the actual rotation of the controller, and the "tip" of the structure is not used anymore when everything is rigged.
If you'd like to control the hand with the position of an object at the tip, a new controller you'd animate in position instead of rotation, you'd have to add a new 1-element custom structure at the same location as the actual structure for the hand, run the autorig with this new structure and its "tip". You'll get a new controller at the very end of the hand, which you can parent to the actual structure of the hand, along with the new custom structure. (I hope this is understandable...)
But in my opinion this is an unnecessary overload for the rig, as animating the hand's rotation with the rotation of the existing controller should be enough for all kind of animation.

Post Reply