IK in DAZ
Ghost_Train
Posts: 61
I'm trying to learn how things work in DAZ for animation. I'm moving a character around trying to find how out ot turn on IK. Finally find it in a context menu and it says that its enabled? But it does not appear to be working at all.
...then I move the foot and see that it is setup with an unusual IK parent that is not the hip for some reason.
Normally this should be the hip but it does not react to hip movement at all.
Is there a way to change this so it works like the average character rig where you move the hip and the feet stay put?
Post edited by Ghost_Train on

Comments
you need to set limits in the parameters by clicking the gear icon by each one
it's painfully tedious
nevermind this, I missunderstood
I wonder if that is what I accidentally did here. I did not click through any menus though. It started working for only one of the feet randomly and I see a little purple icon on the Left foot.
Hmm. i gues gif files don't work on the forum. it stripped all of the ainmation out of it as an attachment.
I thought you meant a non DAZ character, ignore what I posted was falsely assuming something made for Poser not DAZ studio
sorry cannot help you as I really don't understand what you are asking to be honest
and yes you can animate DAZ characters, it's what I do but I don't really understand what you are trying to do
inverse kinematics are limits on joints mimicking bone rotations and I was falsely assuming you had a figure without them
Ah ok. Are there any DAZ figures that are properly setup for animation then? Now I have questions about this. Are Legacy figures broken?
Are actually setting IK targets or pinning bones?
Just trying to enable/disable IK but the closest things i found to it was the pins which are pretty janky
For IK you need a target node that the affected chain of nodes will track.