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Is there any way to make Daz t… Daz 3D Forums > 3rd Party Software > Blender Discussion>Is there any way to make Daz t…

Is there any way to make Daz to Blender rig hand IK work like foot IK?

Charlie.HCharlie.H Posts: 22
October 2021 in Blender Discussion

I am not sure the title is clear enough so I explain what I want here.

With Daz to Blender rig, you can switch between FK and IK control.

The foot IK works like usual, you can control foot location and knee will automatically bend according to foot location, 

and you can control pole vector of foot IK to constrain knee. You can rotate foot controller to rotate foot.

The hand IK works almost the same, you can position hand and elbow will bend accordingly.

However, you don't have pole vector for elbow to aim at and another problem is that you use combination of shoulder rotation, upper arm rotation, and wrist rotation to control elbow and wrist rotation.

It is pretty hard to animate either hands or arm. So is there any way to change hand IK to something similar to foot IK? Thanks in advance.

Comments

  • CinusCinus Posts: 118
    October 2021

    @Charlie.H It's fairly easy to set up. I ended up moving the IK constraint to the ForearmTwist bones and setting the "Chain Length" to 4 in order to stop the Collar bones from participating in IK.

    You need to add a "pole target" to the hand_IK constraints on the ForearmTwist bones. Take a look at this video: https://www.youtube.com/watch?v=S-2v_CKmVE8.

    Relevant information starts at 7:30, but it's worth looking at the full video in order to understand how IK works in Blender.

    Disclaimer: I'm still using the original Daz to Blender plugin that was created by Mitchy, so Daz may have changed how the arm IK is configured in the official DtB plugin.

  • Charlie.HCharlie.H Posts: 22
    October 2021

    Cinus said:

    @Charlie.H It's fairly easy to set up. I ended up moving the IK constraint to the ForearmTwist bones and setting the "Chain Length" to 4 in order to stop the Collar bones from participating in IK.

    You need to add a "pole target" to the hand_IK constraints on the ForearmTwist bones. Take a look at this video: https://www.youtube.com/watch?v=S-2v_CKmVE8.

    Relevant information starts at 7:30, but it's worth looking at the full video in order to understand how IK works in Blender.

    Disclaimer: I'm still using the original Daz to Blender plugin that was created by Mitchy, so Daz may have changed how the arm IK is configured in the official DtB plugin.

    Thanks for the info. I just don't know why they made hand IK work this way instead of traditional method.

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