This is limiting the controls not the joints. There is no built in limit to control IK chains (you can make one manually in vex or VOPS). You can force IK chins them to return to an original pose using rest transforms. Using rest transforms will stop you joints from going beyond a straight line as they will always return to the default. I do not think this applies to the IKchains node. As that uses the 2 bone Ik VOP. But if you use the IK Solver VOP you have the rest angles mode.
@@brundlethwaite I`ve switched to apex. I think its to much work to build a costum one as a generalist. so i`ll skip over it for now. THX for the reply !
your videos are invaluable, thank you.
Anny way to do this in a way that the Ik chains don`t go over set limits ?
This is limiting the controls not the joints. There is no built in limit to control IK chains (you can make one manually in vex or VOPS). You can force IK chins them to return to an original pose using rest transforms.
Using rest transforms will stop you joints from going beyond a straight line as they will always return to the default.
I do not think this applies to the IKchains node. As that uses the 2 bone Ik VOP. But if you use the IK Solver VOP you have the rest angles mode.
@@brundlethwaite I`ve switched to apex.
I think its to much work to build a costum one as a generalist. so i`ll skip over it for now. THX for the reply !