Using inverse kinematics on model in blender?

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Using inverse kinematics on model in blender?

Postby thebombman53 » Sun Nov 16, 2014 4:57 pm

Is there a way to enable inverse kinematics for imported models to blender. Attached is a pic of what I've done. I exported the character as an .mhx, and it was imported nice and rigged, but isn't as fluid as I would like. I've tried turning on "Auto IK", but this hasn't worked very well either.

Thanks in advance!
Attachments
inverse-kinematics-problem.jpg
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Re: Using inverse kinematics on model in blender?

Postby DavidBrennan » Sun Nov 16, 2014 7:26 pm

Yes, the MH Armature does indeed automatically have the IK option. The user can find it in the 3D View panel on the right-hand side of the screen (you open the panel with the "N" hotkey).

There are many other options for the Armature you'll find down there, too! See the attached image.
Attachments
IK.png
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Re: Using inverse kinematics on model in blender?

Postby thebombman53 » Thu Nov 20, 2014 2:06 am

So I tried this, and it doesn't seem to work. The IK tools move, but the arm does not. Pic included.
Attachments
ik-problem-2.jpg
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Re: Using inverse kinematics on model in blender?

Postby ThomasL » Thu Nov 20, 2014 2:50 am

You have not turned on IK, only the visibility of the IK layers. See the docs at http://www.makehuman.org/doc/node/mhblendertools_mhx_default_rigging.html, in particular this picture:
Image

Mhx is being discontinued and is replaced by Mhx2, which is a separate plugin not included in MH. For further info see http://thomasmakehuman.wordpress.com/.
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Re: Using inverse kinematics on model in blender?

Postby thebombman53 » Thu Nov 20, 2014 3:54 am

oh that worked. thanks a lot!
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