I’m using mGear 2.5.24 and I’v an issu with the orientation of the leg_ik controlers.
To recreate the problem, this is pretty simple :
- Create a new scene
- Create a leg_ms_2jnt_01, keep the settings as it is.
- Turn the leg in rotateY to 10.
- Create a foot_bk_01, change the direction from X to Z
- Set the rotateY of the foot_C0_root to 0
- Build it
As you can see in screeshot, everything is well oriented but the “leg_C0_ik_ctl”.
My character’s feet was not sculpt straight to the Z axis, so I have to rotate my leg and my foot rig to match my model.
The problem is that our animator would like to use the “leg_C0_ik_ctl” for animation but he cant due to the difference of orientation between the controler (straight to Z) and the reel orientation of the foot (not straight to Z). The “leg_C0_ik_ctl” should have values in the rotation, but instead the rotations are full 0.
To addition, It appears that we dont have the problem with hands. I have my “arm_L0_ik_ctl” perfectly oriented with the hand, and the controler get rotate values.
Do you know how can I solve this problem ?