thanks for the suggestions everyone - i was just thinking it the wrong way
;)
turned out that i could use a turret like setup to almost get to where i
want.
not perfect but will do the trick.

cheers
flo

On Wed, May 9, 2012 at 2:31 PM, Sven Constable <[email protected]>wrote:

> I think I did a similar setup 2 years ago. I don’t'know your character/rig
> situation but it's just about the restrictions in the rotation-planes? So,
> one joint rotates in xy and the underlying should only rotate in xz for
> example, but within a usable IK chain.****
>
> ** **
>
> When I have the time, I will check out that scene, but it was something
> with a few constraints, '1bone-IK' chains and expressions (to limit
> position of the effectors in 2d planes)****
>
> ** **
>
> So, you're right. I think, its not possible with a 2bone IK and nothing
> else :)****
>
> ** **
>
> regards****
>
> sven****
>
> ** **
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Florian Eberle
> *Sent:* Wednesday, May 09, 2012 12:38
> *To:* [email protected]
> *Subject:* [Rigging] Robot IK Legs****
>
> ** **
>
> hello people
>
> banging my had about a rigging setup here:
> i have a rather stiff robot that needs to be rigged and i'm struggling
> with the IK-setup for the legs.
> the problem is the structure of the robots hips. it's very restricted in
> that it only has two hinge joints.
> one that allows the leg to rotate front/back and the other rotates out/in,
> rotation along the leg is not possible.
> the two hinges are not in the same place (obviously) so i have different
> rotation points. and to complicate things even more:
> the knee does not lie on the legs 'plane' but is offset a good amount.
>
> after some very frustrating tries i'm reasonably sure that it's just not
> possible to rig with the built in two bone IK.
> can someone prove me wrong here (or at least tell me i'm right)?
>
> i'd appreciate any hints, tips, trick and references
>
> thanks
>
> --
> Flo Eberle
> Lead Modeling Artist/
> Technical Director
>
> ****
>

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