My client wants their characters’ legs to behave symmetrically in IK and FK mode, but I can’t seem to accomplish this with the mGear leg components, no matter which options I choose, or even messing with offsets.
What DOES seem to work is if I replace the leg components with arm components, and set the end guides straight down from the ankle (wrist?) guides. I can still parent a foot component and set the connector correctly.
However, there are a couple of downsides to this approach.
1 - It feels hacky. I’d rather do this the right way if there is one.
2 - Foot orientations are odd. Their Y axes point down instead of up. This doesn’t stop animators from doing their job, but I’d prefer to have Y axes pointing up.
3 - I’ve found that sometimes when animating the leg back-and-forth in FK mode, the joints transform unpredictably, making the leg look like a wiggly noodle. I haven’t been able to reproduce this consistently, and reloading the scene seems to resolve it.
So… I’m wondering there’s a way to get legs to behave symmetrically. Failing that, is there a way to use an arm component but point the foot control in the right direction, and avoid the transformation issues?