Hi guys, ok here's the problem:
I'm making a set of characters and have so far constructed a cool little rig: basic bipedal skeleton, aim contraints on eyeballs, etc etc. My first time rigging and the learning curve has been steeper than mount everest's giblets lol, but i've come across a big problem late in the day and need your help!
I'm using maya's preset full body IK setup because i haven't got time to do my own, however when i've come to the skin binding i've found that the bloody IK arm wrist is in the wrong place! The IK control 'cube' on the hand actually bends a joint which is in the hand, not at the wrist. Sooo, i decided to get round this i could set a driven key control on a nurbs object parented to the hand (a working object i've already been using to control finger curls via driven keys). I made a new attribute on the nurbs object, and kinked this to the right rotational axis of the desired wrist joint via a driven key. This worked okay and even though i did it post-skinning (not sure if this was proper procedure), i can move the wrist joint i actually wanted via this new attribute slider in the channel box for the nurbs object parented to the hand (the finger curler).
BUT, as soon as i move the IK cube control again it resets the rotation of that wrist joint to zero! this obviously isn't going to be any good, does anyone have any advice on a fix for it? i'm guessing its the IK conflicting with another constraint on a joint and overriding it, but i've tried going back to an earlier save point and putting this driven key on before applying the full body IK and then it wont actually let me put the IK on because of existing constraints on the joints (the driven key on the wrist joint!!)
any advice would be much appreciated guys, i'm a rigging noob and i just want it to work so i can get animating lol! deadlines loom!
Cheers
Tom