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Non straight leg approach


i have a character where the imaginary line between hip - knee - ankle is not straight at all (see pic)

what approach would you recomend for this type of situations?

Thanks a lot

@actoratwork the IK solver (mgear or maya default) for 2 bones will always solve in a plane. So your knee will point out when is articulated.
You can build your leg and check how it solve and try to find a good balance.

Check this character, note that the food and knee point out

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A suitable joint placement has to be based on the underlying animal anatomy. The joints are not meant to follow an “imaginary line” through the center of mass the leg, but rather they should approximately follow the femur and fibula/tibia. The most important thing is to get the angle of the knee bending properly.