Rigify (Pitchipoy) arm rotation popping/rotating problem in IK #50607
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Reference: blender/blender-addons#50607
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System Information
Windows 10 Pro 64-bit
GTX 1080
Blender Version
Broken: 2.78a
Short description of error
I'm having an issue with the modified pitchipoy rig I'm making. Everything seems to be working pretty good.. except for the arm rotation popping/flipping when the arm is positioned a certain way:
As far as I could tell, it's the DEF-forearm.L.001 bone that's causing the problem. Here's a close up where you can see the axis of the bone flipping:
I don't know if this is isolated to the pitchipoy.limbs.super_arm that was used to generate the rig. Problematic rig attached: Pithipoy_ArmPoppingProblem.blend
Changed status to: 'Open'
Added subscriber: @0o00o0oo
on the the sample file i see more problems than you reported. Most of the controls are turned in the rest pose and there is a dependency cycle on the right leg. I suspect the metarig is misaligned or some modifications were made after the rig-generation.
I can see from the ORG-bones (that are the exact metarig copy) that your arms have bone rolls not correctly aligned. the Z-axis should point downward, in your rig instead is flipped.
You can go in the front view (numpad 1) select the arm bone-chain on the metarig and hit CTRL+N > Recalculate Roll > View Axis. Then regenerate the rig.
Changed status from 'Open' to: 'Archived'
This is the metarig i re-created from the ORG-bones in your file. That's how the arm bone should be oriented to make it correctly work. You can restart from there.
Pithipoy_ArmPoppingProblem_fix.blend
Hi, Ivan. I appreciate you taking the time to recreating the metarig.
Yes, I did originally make some modifications to the ORG-bones on my rig. I guess I wrongly assumed the z-axis should be facing up..
I took the new metarig that you gave me and generated a new rig. The problem still seems to be there in extreme poses (i.e. anatomically impossible), but seems to work for what I need. So thank you!
The only problem I'm running into now is that when loading up an action from the previous rig, everything pretty much seems to move correctly except for the arms.. They're shooting out backwards:
In the picture above, the mesh-less armature is the original position, while the one mesh is attached to is the new position.
Is there a way to quickly/automatically have new arm position readjusted to match the old? Or would I have to go into each animation and manually readjust them all?