QUOTE(jdj @ 08/31/05, 07:16 AM)
Hi
Well, that is kind of tricky since the pole vector constraint defines the plane the ikSolver will try to put the joints in (check the documentation for this, there are infinite amount of positions which the solver can position the joints at in order to match the target as long as the target is within the joint chain reach).
So unless you position your pole vector target really carefully before you constrain it, you will get some amount of flipping.
But the basic question is; why do you want this? Set the joint chains perferred angles before you start to constrain it and you can always reach the initial position by turning off constraints & IK solvers in the master enable and then give the assume preffered angles command.
This way you can skin & whatever you do the character with the skeleton in its initial pose and then as you turn on IK & constraints, you can start to pose it.
Best regards
/ Daniel
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