Fbik Problem Please Help

Very strange problem with Maya 7's FBIK feature.

I use the provided FBIK sample from the Maya library.

Problem 1: If you try to scale that skeleton to fit your model, the toe joints will deform. If you dissable effectors, then scale the problem dissapears until you enable effectors again.

Solution: Removed the effectors from the FBIK Maya sample. Scaled the joints and moved them to matc my model. Created effectors, secondary Effectors, Bind soft Skin, adjust weights and everything seems to work...

Problem 2: If I try to move or rotate the parent handle, the body weights will explode. I have no idea why this happens. the only way I can get back to normal is to go back to bind pose. But the problem is that i cannot move the parent node anywhere without having the model explode!

400) {this.resized=true; this.width=400; this.alt='Click here to open new window';}" onmouseover="if(this.resized) this.style.cursor='hand';" onclick="if(this.resized) {window.open('http://img372.imageshack.us/img372/7404/picture68it.png');}" /> ... here is my model, I can move the legs, the arms, and everyting, but eventually the skin weight will start to deform.

400) {this.resized=true; this.width=400; this.alt='Click here to open new window';}" onmouseover="if(this.resized) this.style.cursor='hand';" onclick="if(this.resized) {window.open('http://img372.imageshack.us/img372/8814/picture72xi.png');}" /> .. I moved everything slightly and the fingers start to explode...

400) {this.resized=true; this.width=400; this.alt='Click here to open new window';}" onmouseover="if(this.resized) this.style.cursor='hand';" onclick="if(this.resized) {window.open('http://img372.imageshack.us/img372/2034/picture87ye.png');}" /> .. I keep moving it and the fingers go crazy.

Please help!!! I have to finish this project before december 8!!!!!

Thanks!

there's a post here just below yours
read it, it might be of help to you ...

Solved!!

DO NOT MOVE THE JOINTS TO MATCH TO YOUR MODEL.

Use "insert" to move joint pivots instead.

The problem was caused because moving the joint itself would cause the joints to de-align, and FBIK would not solve correctly.

So here is waht im doing to get FBIK working.

Bring in the FBIK sample from Maya.
Delete all effectors so that you only have the joints. (There are to extra effectors insde the joint skeleton, delete those too using the outliner)
Scale the sqeleton so that is roughly the size of your model. Move all joint PIVOTS using insert (or home in OSX) until all of them are where you need them.
Create the Full body IK using names.
Add the missing effectors using names.
Fix skin weights

Done!

Hi,

I had the same issue but solved it differently. Bring in the FBIK example and delete the FBIK and Human Ik from the outliner menu. Move and scale the skeleton into position with your character and then when all the toes and fingers and rest of the skeleton is in place select the skeleton root and via the menu select add full body IK and move start animating.

Cheers
Jdraks