Is the rigging for V4 broken in DAZ now?
![jdavison67](https://secure.gravatar.com/avatar/9e4d62d28bcad9095764e0ce22c622da?&r=pg&s=100&d=https%3A%2F%2Fvanillicon.com%2F9e4d62d28bcad9095764e0ce22c622da_100.png)
in The Commons
I've been seeing all kinds of issues with strange bending behaviors on all my old V4 characters, especially in the feet.
JD
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/11/e982824aefb56da0f4d11f7fe65e37.png)
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/11/e982824aefb56da0f4d11f7fe65e37.png)
V4_Toe_issues.png
3840 x 2100 - 2M
Comments
I found the issue.
Some of my old Victria 4 characters have a foot injection slider for high heel boots.
when this slider is set at 1.0 the foot geometry bends and shrinks, but the foot bones stay in place, so if you remove the shoes, but have this injection still set, the foot will distort if you try to pose the toes.
see example:
JD
I also thought it could be because legacy figures all load with IK now like Poser does
..wonder why they would made that the default as IK is primarily used for animation rather than single frame scenes.
In Poser I use IK for posing still pictures. Usually I position one foot, set IK on that leg then place the other foot, set IK in that leg and move the other body parts. If I want ther figure to touch somethhing in the scene I sometimes start with IK on an arm. In Studio I use Active Pose in the same way. Active Pose is a bit more flexible, I can pin the feet, move the hip then pin it and work on the upper body.