@Jerome
Thank you for the heads up, I’ve gone back and adjusted the guides so that there’s no offset/translate X shift.
I’ve looked at the docs and videos, but I have some questions with guide placement for the legs.
I’ve tried a scene with one leg and I’m seeing some differences in the rotation of the ik ctrl based off on how I rotate the leg_C0_root.
Attached file legPointOutwards_v002.mb is the rectified guide of the leg. (Please open these files with the Z as up axis)
https://drive.google.com/open?id=1oNFG5Pt96R0GDCt0_5ze1_t-r0p_PcIY
In this file, the guides follow the direction of a relatively straight leg with a bend, where the character leg pose would be like a T pose with the feet closer together. When the rig is built, fk and ik controllers have the same orientation, which is awesome!
However, if we have a character that is standing in an A pose, I rotated the leg_C0_root, on the rotate Y to splay the leg outwards, and rotated the foot control to world space. When I build, neither the fk or the ik controller’s orientation is following the leg_C0_ankle guide’s orientation.
Attached file legPointOutwardsTilt.mb to show the difference in between fk, ik, and ankle guide(Please open these files with the Z as up axis):
https://drive.google.com/open?id=1ACRqXNBvKr28Jsz_8F8jQ3YNbSmR-1FL
Ik controller orientation shifted from value on the Rotate Y on the leg_C0_ikcns_ctl:
Fk controller orientation is different from the leg_C0_ankle guide’s orientation:
If I zero out the rotate Y on the leg_C0_ikcns_ctl, the ik controller follows the orientation of the ankle guide.
But I’m not quite sure how to place the guide so it doesn’t create this orientation difference upon building, and why the Fk and Ik controllers aren’t oriented in the same orientation as the guide?
Thank you.