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I am trying to create a lever that is being activated by a handle. The handle (1) is moving parallel to (2) in a straight line. When I move (1) to the left, the bone on the left is bending upwards like it's expected in IK. However, I want it to rotate in the opposite direction if that's possible. I tried to use a pole target, but I might have misconcepted here something. This is the starting position: enter image description here

This is the final position:

enter image description here

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There's a mechanical problem with your lever. The only way to get from this:

enter image description here

to this:

enter image description here

is to first move point #1 slightly to the right, to fully extend the joint, before moving it back to the left. Look closely at the bottom right pivot at the start of this animation, as it moves very slightly to the right:

enter image description here

If you wanted to keep this motion and rig it with IK, you'd need a poll target that flips sides at the moment of full extension. By default, this will flip the y-axis rotation of the bones, flipping the meshes:

enter image description here

so you'd need to also keyframe a sudden 180 degree rotation of those bones around their y-axes to match the pole target change:

enter image description here

It will be difficult to get smooth movement with this rig, so I think I'd rig it differently if this was the desired motion.

Assuming you don't want this right-then-left motion, find a way to adjust your mesh so that the joint between the bones starts at an angle that's already in the right direction. In the following animation, the meshes and armature have been redesigned so the "elbow" is bent ever so slightly downward at the start of the animation, and the IK rigging works as intended with no weird hacks:

enter image description here

Here's a Blend file illustrating my setup.

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  • $\begingroup$ Wow, thank you very much for your detailed reply. I think I might have to redesign my objects a bit to make it more smooth like in your last animation. But may I ask if you have an Idea how to make pole #2's head move straight on a line. Do I need something like a larger horizontal pole where it's "railing" from right-to-left? $\endgroup$ Commented Nov 9 at 17:59
  • $\begingroup$ I'm not sure a simple constraint would work for this, so you'll probably need a driver. I'd suggest asking as a separate question, though. Someone else might have a better answer. $\endgroup$ Commented Nov 9 at 19:55
  • $\begingroup$ I have a last noob question. I just readjusted the bones to make it work without a pole. But when I (G + Y) the "Target" Bone in your example while in Pose, the head tilt's first to the left and then the tail is moving with it. How did u manage to have the Target straight? $\endgroup$ Commented Nov 9 at 20:41
  • $\begingroup$ It sounds like your "Target" bone may be parented to "Arm2" still. Try unparenting it. $\endgroup$ Commented Nov 9 at 21:21
  • $\begingroup$ It was parented to Arm2, but unparenting it makes it unmoveable. Do you have that pole bound somehow? I tried the same, but parenting Target to pole and keep offset. Didn't work aswell $\endgroup$ Commented Nov 10 at 5:44

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