Tilt and Side Slide doesn't stop at limits, despite limits being active
timrath
Posts: 42
When I use the orbit sphere to Side Slide or Tilt a head or a neck, it won't stop at the set limit, but instead keep on moving around, and will even affect the other dials.
This doesn't happen when I use the dials, only when I use the red/blue/green sphere.
Is this a bug or a feature? Is there a way to make it respect the limits?
Comments
I'm not seeing this - which figure are you using, and which version of DS (Help>About DAZ Studio)?
You're right, I should have mentioned these details. DS 4.5.1.56, the Figure is David 3.
Not seeing that loading just the base David - is that what you are using, or have you injected morphs?
I do have morphs, but I just tested it with a fresh figure, and it still happens, even without any morphs. The funny thing is, it didn't happen immediately. First, I played around with the head, and it behaved normally. Then I went to the neck, first Bend, then Twist, and when I did Side-Slide, it started doing that. When I switched back to the head, the head started doing it, as well.
Twist still behaves normally, both for the neck and for the head, but Bend and Side-Slide are out of whack.
The hands, collars, bellies, legs, etc., are affected, whereas joints that can move only in limited directions behave normally.
By the way, I never had this problem in DS3, it only emerged when I upgraded to 4.5.
Ah, I know what you are seeing - yes, if you hit the limit on a parameter it does try to take up the movement with other sliders, and it is annoying more often than not. I'm sorry, I thought you were saying the bone was spinning as if limits weren't set, rather than wobbling around within limits but using other rotations - it may be related to IK, it does seem to be by design.
Yes, that's exactly what I mean!
But... by design, you say? Do people actually find that useful?
What does IK mean?
Anyone have a solution to that problem, please?
IK stands for Inverse Kinematics, a series of techniques by which you keep the end point fixed (typically hands or feet) and move the other points (elbows, knees) instead. I have tried to replicate the problem but I don't see it.