IK question 2004-05-07 - By Felix Gebhardt
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You could try to make the second bone a pseudo root. It's a switch in the Kinematic Joint properties. Other than that keying the position of the second bone should lock it too for IK.
Hope it helps, F.
pablo kirschke wrote: > Hi all, > just wonder, > if there is a way to fix the rotation for the first bone in a IK-skeleton? > there's a possibility to toggle on the rotation limits, > but this only works for FK. > Also "Stiffnes" doesn't fix the rotation. > > thanks in advance, > pablo.
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