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3 Joint leg flipping problem

I would treat it the same way a human leg is, just stretch out the feet and position it to replace the 3rd joint


cus there’s a few similarity’s between horse and human skeletons
image

hope this helps

The rig is already built with a lot of custom components. I’m beyond the point of having the mGear guides still around. I cannot rebuild the legs again I unfortunately need a work around for my client to stop the flipping problem. Anatomically it doesn’t make sense but this is the way my client wanted me to rig it using the quadruped leg component. I didn’t catch the flipping problem until they brought it to my attention.

I’ll have to check again tomorrow why the toe joint is rotating with the flipping offset. It could be then way I parented things but I have no idea. Kicking myself for not checking things out way sooner before I built the rest of the rig components.

can you send the file? I’ll try to help out if I can

It’s difficult to since it’s an NDA client project. I could possibly remove one of the legs and just send that, though I won’t know until I’m back at my desk. However if you want to try yourself you can just build it in shifter. It’s the 3 Bone leg component. You can attach a foot to it and see it flipping when the ankle is rotated too far in places.

ah fair enough but yeah I’ll have a look.

yeah I can replicate the issue


though out of curitosity how was it setup originally when it was generated?

The body itself is all mGear but all of the extra stuff. Face rig harness ect are all built by hand. I can’t detach anything without breaking more things.

@dew can you rebuild your rig? data-centric style?

Unfortunately I’m a bit past the point of rebuilding anything. Deadline ect, all of the extra pieces i built by hand are already very integrated onto the final rig sadly.

appologies if this does not help, would it not be possible then to make a new rig for the legs and then combine it with the old one to replace it?

No worries, I unfortunately have too many things connected to them to take them apart like that.

@Miquel I tried your method again and I think it worked this time. I may have had the order incorrect.

I do have a question about this module specifically. How is it set up differently then the 2Bone Leg. I did notice the 3Bone leg does not use the mGear_IK2FK bone solver node, this is just using the mGear rollSplineKine and matrix nodes to function. Is this using traditional maya IK solvers? Just confused as to why the rollSpline is flipping at 90. I’d like to know more about how these modules are set up so I can better come up with solutions to fix them or avoid flipping like this in a custom module.

Thank you again for all of your help.

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Awesome! :smiley: Sorry I didn’t had more time to check more carefully all.

yes, and that is one of the things I would like to change in the component. The Maya spring solver is terrible and a lot of workarounding was involved.

yes that will be a really good idea. I think it can be improved.

I’m not super familiar with the Spring solver, but is it being used because the bones are 3 joints instead of two? What would be a good replacement for that if I may ask?

For some reason it doesn’t work on a foot with toe controllers. Not sure why but it wants to rotate the lower joints. It fixes the flipping issue with the offset but seems to effect the foot joints and controllers. I’m not sure what to do. :expressionless: At this point is there anyway to completely disable the roll? I would rather have the lower ankle not roll at all if it will fix the flipping problem.

I found a work around, albeit not the best one.

Okay, so my only solution was to delete those twisting joints from the rig entirely. I wish I knew how the module is using the IK spring solver to be fed into the rollSplineKine. Is it a problem with the spring solver node or the mGear rollSplineKine itself? I know it’s in the other Limb modules and doesn’t flip like that so I was just confused as to why this particular module has this problem. I would love to tackle it if I could get some information about it.

Okay apologies for not reading through the forum more consistently and doing my research outside it. I didn’t realize not only is the spring solver out dated but it’s hidden in maya. Would explain why I never saw it before in the drop down menu. I’ve always rigged quadruped legs with just 2 IK chains, granted this makes having 2 pole vectors a bit annoying to mess with so I can see why having a 3 bone IK would be a lot more warranted.

@Miquel @BlackKnight3K Thanks for all your help!

With that said I would love to see about maybe helping out with trying to come up with a custom spring solver for mGear. Would be very useful instead of using just 2IK chains. What do you guys think?

Someone on the fRigging awesome discord came up with a pretty interesting solution. Seems to be stable. It’s using an orient constraint on the Z axis, pretty much what Miquel did but it has to be fed into the parent CTL on each of the lower leg’s Roll nodes. I’m sure I can probably do this with matrix nodes but it works. Thank you guys for helping out! My client will be happy. If anyone runs into this same problem in the future please let me know and I can break down how it was solved.

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Thanks for sharing the information here! I will check and try to implement the solution in the component :slight_smile:

no worries! happy to see you got it worked out :slight_smile: