Hi Nikolay Kirkov,
Exploration of what I got:
Do I got the right file? It looks similar, but the set up is different and misses parts which were discussed in the tutorial.
I checked first the XPresso, and there the X-Manger, X-Group. The list here is normally relatively robust against hierarchy mix ups, but in the moment one encounters a problem, this list needs to follow the flow of information. You can click on the names or nodes, the connected part, X-Grou or Node will be highlighted, and then you can move the member of the X-Group up or down.
The Foot Twist that Bret discusses here is missing. It is more an fine-tuning option, but if he suggests it, I certainly would not skip that part, including the User Data slider.
Your scene file is also much larger than the file needed for this exercise. The parts with the Spline IK would be better discussed in line with this tutorial:
http://www.cineversity.com/vidplaytut/spline_ik
(The bendy leg… lift the foot controller while the bendy leg is 100%, it needs to be as well [lower leg] Index 0 and 1 instead of 1 and 2. There is certainly more, but not part for this tutorial thread.)
I highly recommend to focus first one time through the material at hand, and when this is savvy, to apply it to an similar case. I see it all to often, that before a scene is really working, lots of stuff is put it, but if the core of the “exercise” isn’t working - what good can it do. Reducing the scene to what is discussed helps also to stay focused, at least place other material on a Layer Browser for the time doing a tutorial, just a suggestion, as I have to do that here and it takes a lot of time to go through none related material. Thanks, I take only the same idea that the support has. https://help.maxon.net/#6197
The Leg by itself has quit some joints and I would suggest here as well, stick first to the content in the tutorial.
What works:
The most obvious to me was that the Pole was lower than in the tutorial. So I moved it up.
I set all tags [XPresso, Constrains, etc] To Camera dependent, which keeps the scene more “refreshed”.
See clip for the side movement of the knee.
https://www.amazon.com/clouddrive/share/k2bzCURd2Vr4spEVD7jmkca61tgSnU3Wqgoyld0aoN6?ref_=cd_ph_share_link_copy
Essentially the L_tight_UpV is on the corner of an triangle and it needs to be perpendicular to one corner. This is of course also based on the Parent rotation, which should be aligned as well to that “triangle”, and if that relationship is understood, things should be stable.
The Pole object is typically the third point of an triangle. This triangle is always flat, as with three points—there is naturally no other option. This flat “plane” is in return always 2D, hence the designation in the IK-Tag. On this “plane” the IK algorithm tries to solve the IK constellation. If one Joint is aligned with the pole axis, we have a problem, as for this case no 2D plane can be defined, and it twists. This was the core idea, so far I get it, in this tutorial, to keep that “plane”.
The knee on the other hand is part of the IK chain, and if the “plane” becomes different data, it changes its orientation and the knee follows. Hence my suggestion to be pretty clear and precise to have the Null object perpendicular to it. It is kind of complex, but in its core it is pretty simple and always based on the idea of a triangle. Like a three legged chair will never wiggle.
For the part of this tutorial, the Priotrity is simple, if the Object manager is set up as in Bret’s tutorial and the XPresso is organized ;o)
With focusing on the content of the tutorial, the knee works.
What you like to do with the Spline IK needs a new thread in the QA Forum. Perhaps check out Kai’s great content on it, as linked above.
All the best