This post will talk about another type of constraint I used for this rig, a Pole Vector. A Pole Vector sets a constraint that allows the end of the pole vector to follow an object.
| Fig 1: The Pole Vectors I used for the rig |
I will now show you how I used this to help create the illusion for the knee, instead of using a polygon, I created a letter using the NURB Curves because as I mentioned in a previous post - NURBS do not appear when they are rendered.
I created my Pole Vectors using L and R letter curves, L for the left knee and R for the right knee. Once I had I chosen the positioning of where I want those curves to be (opposite the knee joint in both legs) - and scaled them down to the right size, I froze the transformations. Freezing transformations means that whatever the size, positioning (through transition to rotation) of an object - this will be the new default position. I named these curves: leftKneeControl (l) and rightKneeControl (r).
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| Fig 2: list of constraints and Pole Vector constraint highlighted |
I then selected the Knee Control and the IK Handle I wanted the constraint on, then went to Constaint > Pole Vector (Fig 2).
| Fig 3: Curves constrained to the IK Rotate-Plane on both legs |
With these Pole, I can move them and the knee joints will then follow the movement like so (Fig 4):
| Fig 4: Left Knee Control is moved and the left knee joint will then move in the direction of the Pole Vector |
The knee joint will position itself in the direction the Pole Vector is going.
| Fig 5: Leg moved - note how the Knee is still facing the leftKneeControl due to the Pole Vector Constraint |
That's it for this post, more to come very shortly.

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