Move joint pivot point

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Move joint pivot point // Feature suggestions

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Post by Igor K Handel // Aug 16, 2008, 5:57am

Igor K Handel
Total Posts: 411
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Currently in Ts IK, the chain length is dictated by which lock is selected rather than a specific joint. I believe this is where we may all be struggling?


Anyway to my feature suggestion

I give an example to explain my feature request.


Currently I set up IK for a leg. An IK handle at the ankle and lock at the hip. This method fixes the point of rotation at the ankle. I have no flexibility. In reality the actual ankle joint wont transmit it's rotations to the foot, because this joint doesn't rotate.


BUT if I can move the pivot point of the ankle joint to the ball of the foot (leaving the IK handle at the ankle) Now the ankle joint rotates around an axis at the ball of the foot, automatically, and with the IK handle still performing as expected.This gives simple footroll almost automatically. The same could be applied for a hand pushing a wall. Moving the wrist pivot point to the fingertips means when the tips touch the wall the wrist automatically rotates with the tips as its pivot point. This gives believable hand interaction with the palm against the wall using IK.


So my request is the ability to move joint pivot points anywhere in 3D and the ability to include snapping them to other joints. The same goes for offsetting the actual IK handle from the joint it is origonally assigned to.


Many Thanks

IK
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