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Knee IK Controllers Generated Offset Using Z-Up Epic Skeleton Preset on 1.0.3

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Does anyone know what might cause the Knee IK controllers to generate with a large offset? I posted another question about best practice for using the Epic skeleton shifter templates to rig a custom proportion character, which would generally would require changing the guide positions and then mirroring. When I generated the mirrored data for this asset I deleted the leg and clavicle roots and then used Duplicated Symmetrical for the guides.

I’m not sure if this was the cause of this particular issue. I’m finding the deep dive on the complete Shifter Guide videos to be very thorough, but a little challenging to follow for this particular use case.

Your file is infected with the Maya vaccine_gene virus. Anyone who downloaded this file, please make sure you have Autodesk security tools installed, and don’t run scripts when you open the file.

I removed your Dropbox link from your post.

https://apps.autodesk.com/MAYA/en/Detail/Index?id=8637238041954239715&appLang=en&os=Mac&autostart=true

“Knee IK controllers”.

I assume you mean the upv controls?

From the screenshot, it looks like your leg chains are very straight. The placement of those upv controls is derived from the shape of the triangle that your legs make. You can control it better by putting a little bit more bend into your joints, and making sure the triangle is pointing forward, or at least moving your knee joint slightly inwards a bit more.

(This isn’t related to Epic guides or to mirroring. Just to the angle of your leg nodes.)

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Apologies for the infection, I’ve been educated. :pray:

I’m looking at using mGear to rig marketplace assets whose bind pose I’d prefer to not have to alter. Is there any workaround to accommodate character models you don’t have control over?